[ACG] BR skizzerz's Season of Faction's Favor (Inactive)

Game Master eddiephlash

4-6E: REVENANT COURT REVEALED | Party Hand Overview / Loot / Traders
Turn Order:
1. Mavaro/Nathan Davis
2. Seoni/EmpTyger
3. Ezren/Abraham Z.
4. Raz/eddiephlash


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Human Wizard | Ezren's Deck //

It is the hour of Ptah
Blessing 6 if anyone has a means of drawing the hour.

Move: Hall of Winged Chaos
Location Power: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.

Free explore of shuffled location: 1d4 + 3 ⇒ (4) + 3 = 7

Hall of Winged Chaos Card 7 is Baited Jewel Box:

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

Send Disintegrate to Recovery
Disable 6+6=12 (16): 1d4 + 3d10 ⇒ (1) + (5, 8, 2) = 16 banished

Random Item 1 is 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.

Discard Hippopotamus Mud Elemental to explore
explore shuffled location: 1d3 + 3 ⇒ (2) + 3 = 5

Hall of Winged Chaos Card 5 is Lightning Storm:

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

Lightning Storm is displayed at Hall of Winged Chaos

Discard Acadamae Scholar to explore
Shuffled location, 1=4, 2=6: 1d2 ⇒ 2

Hall of Winged Chaos Card 6 is Blessing of the Elements:

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

Int 6: 1d12 + 4 ⇒ (4) + 4 = 8 Transmogrify!

Random Blessing 1 is 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.

Display Carpet of Flying

Discard Osiris to explore

Hall of Winged Chaos Card 4 is 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.

Raz, Zelhara, Ezren must each succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid (Electricity because location power) damage; Carpet of Flying reduces Electricity dmg by 2.

Ezren autofails Dex 13 check
Elec dmg: 1d4 ⇒ 3 Carpet of Flying reduces by 2 and Khepresh reduces by another 1 to 0.

Undead difficulty increase: 1d12 ⇒ 4

Send Meteor Swarm to Recovery
Combat 19+4=23 (29): 1d12 + 6 + 2d6 + 2d10 ⇒ (12) + 6 + (3, 2) + (6, 7) = 36 banished

Location is empty - attempt to close

When Closing: You may close this location automatically.

When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.

Sandstorm:
Sandstorm
MM-B villain (barrier)
Trigger
Obstacle
Weather
Check to defeat
None
Powers
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.

Each character moves to a random location:

Ezren Random location: 1d7 ⇒ 2 Ezren moves to Crypt - no cards in location to examine.
Raz Random location: 1d7 ⇒ 1 Raz moves to Chisisek's Tomb - no cards in location to examine.
Zelhara Random location: 1d7 ⇒ 4 Zelhara moves to Hall of the Crocodile Kings - no cards in location to examine.
Seoni Random location: 1d7 ⇒ 1 Seoni moves to Chisisek's Tomb - no cards in location to examine.

Sandstorm is banished

End turn, Carpet of Flying is recharged.

Recovery Phase:
Recharge Disintegrate? Arcane 16: 1d12 + 6 ⇒ (2) + 6 = 8
Recharge Meteor Swarm? Arcane 17: 1d12 + 6 ⇒ (6) + 6 = 12

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

"Board Status
Most Recent BR Refresh

Notes for Raz: Must succeed at a Dexterity or Acrobatics 13 check or is dealt 1d4 Acid damage.
must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid (Electricity because location power) damage; Carpet of Flying reduces Electricity dmg by 2.

Notes for Zelhara: Banish Curse of Poisoning, still have Forensic Physician
must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid (Electricity because location power) damage; Carpet of Flying reduces Electricity dmg by 2.

Raz, Seoni - Chisisek's Tomb CLOSED
Ezren - Crypt CLOSED
Sepulcher of the Servant CLOSED
Zelhara - Hall of the Crocodile Kings CLOSED
Forgery of Ra 2-6 remain // 2=Shattertouch Shotel +2; 3: Poison Spiked Pit Trap; 4: Pharaoh's Altar; 5: Shield Cloak; 6: Catching Cape
SHUFFLED Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
Eternal Arena 1-10 remain // 1=Stavros Nightcrescent (VILLAIN!!!)"

"

Ezren wrote:

Hand: Icy Prison, Create Mindscape, Magical Mansion, Khepresh of Refuge, Samisen of Oracular Vision, Staff of Greater Necromancy, Arcane Robes, Wand of Flying, Ring of Rejection, Spellbook,

Displayed: Mortevia Strassel,
Deck: 4 Discard: 11 Buried: 1
Current Location: Crypt
Hero Points: 2
Paizo merch reroll: Used
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

Reminder: local Arcane combat checks get +2 from Ezren's power

Samisen: Recharge to EITHER examine top 3 of one location or top card of 3 locations

Wand of Flying: examine top card of 2 locations, then a character at Ezren's location can move

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

Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn. (Planning to use this at the start of Ezren's next turn so don't use unless urgently needed)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Chain Lightning (Core), Fire Snake, Bound Imp, Carpet of Flying,
Discard Pile: Channel the Gift, Vision, Unwrapped Harmony, Repulsion, Arcane Cannonade, Galvanic Kopis +2, Hippopotamus Mud Elemental, Acadamae Scholar, Blessing of Osiris, Disintegrate, Meteor Swarm,
Buried Pile: Sand Elemental,

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.
  • "


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Off turn, banish Curse of Poisoning. Bring Forensic Physician back into hand
    Auto-fail BA
    Electricity Damage: 1d4 ⇒ 1 Carpet of Flying reduces it to 0
    Move to Hall of the Crocodile Kings


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Zelhara's turn. Ossumental encounter. Discard top of deck for paladin power: Spellsword +2.
    Dex 13: 1d8 + 1d6 + 2 ⇒ (8) + (5) + 2 = 15 Success!

    Ezren's turn. Same thing. Discard top of deck for paladin power: Dwarven Earthbreaker +1.
    Dex 13: 1d8 + 1d6 + 2 ⇒ (4) + (1) + 2 = 7 Fail.
    Elec power: 1d4 ⇒ 4: Recharge Scarab

    Start turn. Hour is Anubis. Move to Crypt. Cast Mass Cure on Ezren and myself.
    Ezren Heals: 1d4 + 1 ⇒ (3) + 1 = 4
    Raz Heals: 1d4 + 1 ⇒ (2) + 1 = 3 (Ebon Thorn, Blessing of the Inheritor, Retriever). Deck shuffled.

    Discard Mighty Steed to move to Forgery of Ra and explore Shattertouch Shotel +2.
    Melee 12: 1d8 + 6 ⇒ (5) + 6 = 11 Banished

    End turn, reset hand, drawing 3.

    Raz wrote:

    Hand: Frost Lance +2, Flaming Longsword +3, Pillaging Mace, Ebon Thorn, Warhorse, Scarab of Ptah,

    Displayed: Life Lantern,
    Deck: 6 Discard: 11 Buried: 0
    Hero Points: 8
    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] [] []


    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: The difficulty to defeat banes that have the Undead trait is increased by 1d12.

    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.

    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.

    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.

    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.

    Scenario Level (#): 6

    Turn: 18, 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:
    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.

    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:
    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:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    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.

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

    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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.

    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:
    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:
    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:
    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:
    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.

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

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

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

    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:
    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.

    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.

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

    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:
    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


    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 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 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 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 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.

    Current Hour:

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

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 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 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 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 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 Raz/eddiephlash
    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.
    Hourglass Card 4 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 4 Mavaro/NathanDavis
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    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 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 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 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Ezren/AbrahamZ
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 Raz/eddiephlash
    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 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 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.

    Location #1: Chisisek's Tomb
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, None

    Location #2: Crypt
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ,

    Crypt Card 1:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    Location #3: Sepulcher of the Servant
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: Mavaro/NathanDavis,

    Location #5: Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raz/eddiephlash, (All Known)

    Forgery of Ra Card 1 (Poison Spiked Pit Trap):
    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.
    Forgery of Ra Card 2 (Pharaoh's Altar):
    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.
    Forgery of Ra Card 3 (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 4 (Catching Cape):
    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.

    Location #6: 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:
    Lightning Storm (displayed):

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

    Location #7: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Stavros Nightcrescent (Villain! Reloaded)

    Eternal Arena Card 1 (Stavros Nightcrescent):
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Eternal Arena Card 2:
    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.
    Eternal Arena Card 3:
    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.
    Eternal Arena Card 4:
    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.
    Eternal Arena 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.
    Eternal Arena Card 6:
    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.
    Eternal Arena Card 7:
    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.
    Eternal Arena Card 8:
    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.
    Eternal Arena Card 9:
    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.
    Eternal Arena Card 10:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Hour of Ra

    Move to Forgery of Ra
    Free explore and encounter Poison Spiked Pit Trap
    Discard Blessing of the Pallid Princess

    Perception 8+6: 1d10 + 7 + 2d10 ⇒ (6) + 7 + (3, 8) = 24 Banished!..

    Defeat Poison Spiked Pit Trap, then explore and encounter Pharaoh's Altar
    Seoni banishes Disable Device to recovery. Discard Blessing of Yaezhing

    Dexterity 12: 1d8 + 2d8 + 1d8 ⇒ (2) + (2, 4) + (3) = 11
    Hero Point
    Dexterity 12: 1d8 + 2d8 + 1d8 ⇒ (6) + (5, 5) + (3) = 19 Banished. Draw tier 6 Weapon: Crook and Flail of Kings

    Discard Venture-Captain to explore and encounter Catching Cape
    Venture Captian

    Intelligence 8: 1d6 + 2d6 ⇒ (4) + (3, 3) = 10 Acquired. Banish and transmogrify into Horn Lamellar

    Reveal Forensic Physician to heal Venture-Captain, then discard Forensic Physician to explore and encounter Catching Cape

    Fortitude 3: 1d6 + 3 ⇒ (2) + 3 = 5 Acquired! Banish and transmogrify into Steel Ibis Lamellar
    Close Location Fire Damage: 1d6 ⇒ 1 1 Fire Damage. Discard Steel Ibis Lamellar. Pain Taster: Draw Wayfarer. Heal Ice Storm

    Taste the pain: Bury discarded Forensic Physician to heal Ring of Energy Resistance and Blessing of the Pallid Princess


    Reveal Aegis of Recovery to recharge Blade Lash

    Fully empowered by the misery around her, Zelhara dismantles what remains of the Forgery.

    Zelhara wrote:

    Hand: Crook and Flail of Kings, Aegis of Recovery, Horn Lamellar, Wayfarer, Remove Curse, Ring of Regeneration,

    Displayed: Xandhul Bloodsbane III,
    Deck: 14 Discard: 3 Buried: 5
    Notes: Remove Curse 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.


    Board Status

    Notes for Seoni: Disable Mechanism sent to recovery.

    Seoni - Chisisek's Tomb CLOSED
    Ezren - Crypt CLOSED
    Sepulcher of the Servant CLOSED
    Hall of the Crocodile Kings CLOSED
    Zelhara, Raz - Forgery of Ra CLOSED
    SHUFFLED Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
    Eternal Arena 1-10 remain // 1=Stavros Nightcrescent (VILLAIN!!!)


    Human Wizard | Ezren's Deck //

    Raz's turn: Ezren heals 4 (Disintegrate, Arcane Cannonade, Galvanic Kopis +2, Meteor Swarm). Thanks!

    At the end of Zelhara's turn, Ezren displays Create Mindscape at Eternal Arena.

    Examine top of own deck: Meteor Swarm - draw it.

    "

    Ezren wrote:

    Hand: Icy Prison, Meteor Swarm, Magical Mansion, Khepresh of Refuge, Samisen of Oracular Vision, Staff of Greater Necromancy, Arcane Robes, Wand of Flying, Ring of Rejection, Spellbook,

    Displayed: Mortevia Strassel, Create Mindscape,
    Deck: 7 Discard: 7 Buried: 1
    Current Location: Crypt
    Hero Points: 2
    Paizo merch reroll: Used
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +2 from Ezren's power

    Samisen: Recharge to EITHER examine top 3 of one location or top card of 3 locations

    Wand of Flying: examine top card of 2 locations, then a character at Ezren's location can move

    Create Mindscape: displayed at Eteneral Arena +1d4 for local Int/Wis/Cha checks until the location is closed.

    Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn. (Planning to use this at the start of Ezren's next turn so don't use unless urgently needed)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Lightning (Core), Bound Imp, Carpet of Flying, Arcane Cannonade, Fire Snake, Disintegrate, Galvanic Kopis +2
    Recharged:
    Discard Pile: Channel the Gift, Vision, Unwrapped Harmony, Repulsion, Hippopotamus Mud Elemental, Acadamae Scholar, Blessing of Osiris,
    Buried Pile: Sand Elemental,

    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

    (At the end of Zelhara’s turn)
    Using Eagle Aerie by recharging Ring of Energy Resistance to move to Eternal Arena
    Recovery: Using Ezren’s Create Mindscape
    Arcane 12: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12
    Disable Mechanism is recharged

    Seoni swooped high above, ready to pounce.

    (Seoni’s turn)
    Hourglass 1: Grand Lodge o’clock
    Recharging Pakesket

    The Grand Lodge gave their signal. It was time!

    Exploring Eternal Arena 1: Stavros Nightcrescent

    Stavros Nightcrescent:
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.

    Everyone must roll 1d4+1 and remove that number of cards by burying them from discard pile and/or discarding them from hand or deck.
    Vampire Lord: 1d4 + 1 ⇒ (1) + 1 = 2
    Burying Sandstorm Dust, Blessing of Abadar
    Undead: 1d12 ⇒ 11
    Using Ezren’s Create Mindscape
    CHA 6+11=17 (23): 1d12 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6
    Using Hero Point
    CHA 6+11=17 (23): 1d12 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16
    Recharging Cleric of Nethys for +2=18
    Stavros: Discarding Sand Elemental
    Scourge: 1d10 ⇒ 5
    Displaying Curse of the Ravenous. Burying Freed Soul

    Curse of the Ravenous:
    Scourge 1
    Traits
    Curse
    
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 
1. Blessings
2. Allies 
3. Spells and weapons 
4. Items
    You may only have 1 copy of this card displayed.

    Undead: 1d12 ⇒ 8
    Discarding Clockwork Owl as an Attack Force Magic spell. Using Ezren’s Create Mindscape
    Stavros: Discarding Neferekhu
    Combat 16+8=24 (30): 1d12 + 6 + 1d6 + 4 + 1d4 ⇒ (11) + 6 + (1) + 4 + (3) = 25
    Scourge: 1d10 ⇒ 1
    Displaying Curse of Poisoning

    Curse of Poisoning:
    Scourge B
    Traits
    Curse
    Poison
    
While displayed, after you reset your hand, recharge a random card.

    Stavros Nightcrescent is shuffled back into Eternal Arena
    The vampire lord was not taken as completely unaware as she had hoped. Seoni felt her old puncture wound flare up, and likewise heard the screams of her companions. Stavros loomed before her, and the sorcerer quailed. “Who do you think you are? Your miserable existence provides me nothing but a scent of blood, undeserving of my attention while I seek true sustenance. The only one here are my servants, the pathetic souls who I find useful. You are worthless, a failure, weak, supported only by the unworthy shadows who are so pathetic they associate with you. How dare you come into my house, and challenge me?”

    For a moment it seemed like the sorcerer would falter. But Seoni replied in a heroic voice. “I dare.”

    Eltin channeled Nethys to turn undead, and in the holy light Stavros seemed less the imposing grand lord, and more a hungry old man. His hold on the handmaidens was finally shattered, and they faded away, truly free.
    And then the mystic launched a giant magic missile at the vampire’s head, and Stavros gave an angry howl as he vanished into a cloud of poisonous mist.

    Ending turn. Zelhera casts Remove Curse to banish Curse of Poisoning
    Ravenous: 1d4 ⇒ 1
    Burying Blessing of Pharasma, Blessing of Qi Zhong, Blessing of the All-Seeing Eye, Blessing of Ptah
    Resetting hand

    “The mist won’t save him, not this time. The endless hunger will end,” declared Seoni defiantly. The vampire dies- tonight.”

    Seoni wrote:

    Hand: Life Leech, Autumn Witch, Elemental Brass Mail, Wall of Fire, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Fire Snake,

    Displayed: Varanthe the Paralyzer, Eagle Aerie (while displayed, banish to recovery for +1d8 to local combat/local characters may recharge a card at end of any turn to move),
    Deck: 10 Discard: 4 Buried: 9
    Notes:
    Ask before using: Blessing of Achaekek
    Can use without asking: Blessing for story bane/closing/Boon 6; blessing if would recharge; Eagle Aerie

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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:
    Eternal Arena is shuffled.
    Everyone must roll 1d4+1 and remove that number of cards by burying them from discard pile and/or discarding them from hand or deck.
    Zelhara casts Remove Curse.
    Seoni is at Eternal Arena.

    Board Status:
    Most Recent BR Refresh
    Villain defeated once

    Notes for Ezren: Bury/discard 1d4+1
    Notes for Raz: Bury/discard 1d4+1
    Notes for Zelhara: Bury/discard 1d4+1

    Chisisek's Tomb CLOSED
    Ezren - Crypt CLOSED
    Sepulcher of the Servant CLOSED
    Hall of the Crocodile Kings CLOSED
    Zelhara, Raz - Forgery of Ra CLOSED
    SHUFFLED Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
    Seoni - SHUFFLED Eternal Arena 1-10 remain // Ezren Create Mindscape is displayed here.


    Human Wizard | Ezren's Deck //

    Off turn:
    tribute to Stavros: 1d4 + 1 ⇒ (4) + 1 = 5
    Bury from Discards: Repulsion, Unwrapped Harmony, Vision, Hippo, Scholar.

    At the end of Seoni's turn: send Wand of Flying to Recovery to examine top card of shuffled Arena and then move to Eternal Arena (should have done this earlier to help with the combat! Sorry!)

    Examine top card of shuffled location: 1d10 ⇒ 2
    Eternal Arena Card 2 is Ammut

    Discard Samisen to examine top 3 of shuffled location
    Shuffled Eternal Arena: 1d10 ⇒ 10 Fiendish Sphinx (trigger!)

    Eternal Arena Card 10 is Fiendish Sphinx:

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

    Recharge hand, then reset hand, drawing 7 cards.

    Summon and encounter Warrior Dolls

    Ask Raz to discard Warhorse to move to Eternal Arena and take the encounter with the Warrior Dolls; Ezren evades.

    display Arcane Cannonade
    Ezren power: examine top of own deck: draw Magical Mansion

    Warrior Dolls:

    MM-1 henchman (monster)
    Construct Swarm Veteran
    Check to defeat
    Combat 10
    Powers
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.

    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Botting Raz's combat with Warrior Dolls, discarding Flaming Longsword +3
    Combat 10+6+6=22 (24), arcane cannonade, fire trait: 2d8 + 6 + 1d8 + 3 + 2d6 + 1d6 ⇒ (8, 6) + 6 + (3) + 3 + (6, 5) + (5) = 42

    Continuing with examination of location from Samisen
    Shuffled Eternal Arena: 1d10 ⇒ 8
    Eternal Arena Card 8 is Geniekin (trigger!)
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Random Monster 2 is 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.

    BYA poison dmg: 1d4 ⇒ 3
    Mortevia: While displayed, you may recharge a random card to reduce all damage dealt to you by 2.
    Random from hand - Disintegrate is recharged
    Discard Carpet of Flying for 1 Poison dmg

    Display Chain Lightning
    Examine top of own deck - draw Meteor Swarm
    Combat 17, mindscape, arcane cannonade, chain lightning: 1d12 + 6 + 3d6 + 1d4 + 1d6 ⇒ (1) + 6 + (4, 4, 5) + (3) + (1) = 24

    End of Seoni's turn:
    Recharge Wand of Flying? Arcane 12, mindscape: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15

    It is the hour of Ancients

    Give card: Galvanic Kopis to Raz

    Location Power: When you move during your move step you are dealt 1d6 Combat damage.

    Display Magical Mansion
    Ezren power: examine top of own deck - Ring of Rejection

    Instead of free exploration, heal from Magical Mansion
    Healing: 1d4 + 1 ⇒ (3) + 1 = 4

    End turn, Chain Lightning goes to Recovery

    Recovery Phase:
    Recharge Chain Lightning? Arcane 13, mindscape: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (3) = 19
    Continue displaying Arcane Cannonade? Arcane 15, mindscape: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15

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

    At the start of Raz's turn: send Bound Imp to recovery to draw 2 cards: Carpet of Flying and Staff of Greater Necromancy

    Recharge Bound Imp? Arcane 8, mindscape: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17

    "Board Status
    Most Recent BR Refresh
    Villain defeated once

    Notes for Raz: Bury/discard 1d4+1
    Discard Warhorse to move to Eternal Arena and take combat with Warrior Dolls (already botted)
    Given Galvanic Kopis +2

    Notes for Zelhara: Bury/discard 1d4+1

    Chisisek's Tomb CLOSED
    Crypt CLOSED
    Sepulcher of the Servant CLOSED
    Hall of the Crocodile Kings CLOSED
    Zelhara, Raz - Forgery of Ra CLOSED
    SHUFFLED Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
    Seoni, Ezren - SHUFFLED Eternal Arena 1-10 remain // Ezren Create Mindscape and Magical Mansion are displayed here. Top card is 2=Ammut; 2nd card is 10=Fiendish Sphinx; 3rd card is 8=Geniekin; then the rest of the cards are shuffled."

    "

    Ezren wrote:

    Hand: Meteor Swarm, Fire Snake, Disintegrate, Khepresh of Refuge, Arcane Robes, Wand of Flying, Spellbook, Samisen of Oracular Vision, Carpet of Flying, Staff of Greater Necromancy, Blessing of Osiris,

    Displayed: Mortevia Strassel, Create Mindscape, Arcane Cannonade, Magical Mansion,
    Deck: 5 Discard: 0 Buried: 6
    Current Location: Eternal Arena
    Hero Points: 2
    Paizo merch reroll: Used
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +2 from Ezren's power

    Samisen: Recharge to EITHER examine top 3 of one location or top card of 3 locations

    Create Mindscape: displayed at Eteneral Arena +1d4 for local Int/Wis/Cha checks until the location is closed.

    Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn.

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

    Osiris: extra 1d4 healing when someone heals (e.g. from Magical Mansion)

    Arcane Cannonade: +1d6 to global combat checks (stays displayed)

    Carpet of Flying: while displayed, local Electricity/Fire dmg is reduced by 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Channel the Gift, Icy Prison, Ring of Rejection
    Recharged: Chain Lightning (Core), Bound Imp,
    Discard Pile:
    Buried Pile: Sand Elemental, Repulsion, Unwrapped Harmony, Vision, Hippopotamus Mud Elemental, Acadamae Scholar,

    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 Gnome Combat Paladin, Tier 6, Deck Handler

    Stavros power: 1d4 + 1 ⇒ (2) + 1 = 3 Bury Defiant Nodachi +3, Dwarven Earthbreaker +1, Mountain Dog from discards

    Ezren's encounter, discard Warhorse to charge! Discard Flaming Longsword. Then, receive Galvanic Kopis.

    Start turn. Hour is Ancient. Skip explore and visit the mansion, making use of Ezren's Osiris.
    Heal: 2d4 + 1 ⇒ (1, 4) + 1 = 6 -> Raz is healed for 6: (Blessing of the Lord in Iron, Hatchetbird, Mass Cure, Griffon, Warhorse, Blessing of Shizuru). Deck shuffled.

    Raz takes a much needed, and long overdue, break. She nods to her friends, mounts her beast, shoulders a lance, and readys for one final charge!

    End turn. Reset hand, drawing 1.

    Raz wrote:

    Hand: Frost Lance +2, Pillaging Mace, Ebon Thorn, Scarab of Ptah, Galvanic Kopis +2, Blessing of Shizuru,

    Displayed: Life Lantern,
    Deck: 13 Discard: 4 Buried: 3
    Hero Points: 8
    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] [] []


    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: The difficulty to defeat banes that have the Undead trait is increased by 1d12.

    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.

    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.

    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.

    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.

    Scenario Level (#): 6

    Turn: 22, 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:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

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

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

    Spoiler:
    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.

    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.

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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.

    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:
    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.

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

    Spoiler:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

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

    Allies
    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:
    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.

    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.

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

    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 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 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.

    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.

    Current Hour:

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

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Ezren/AbrahamZ
    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 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 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
    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 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 Raz/eddiephlash
    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 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 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.

    Location #1: Chisisek's Tomb
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Crypt
    Closed
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Crypt Card 1:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    Location #3: Sepulcher of the Servant
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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:

    Location #5: 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: Mavaro/NathanDavis,

    Location #6: 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:

    Lightning Storm (displayed):

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

    Location #7: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Raz/eddiephlash, Stavros Nightcrescent (Villain! shuffled)
    Ezren displays Create Mindscape and Magical Mansion (+1d4 to Int/Wis/Cha, and may heal 1d4+1 instead of first explore)

    Eternal Arena Card 1:
    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.
    Eternal Arena Card 2 (Fiendish Sphinx):
    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.
    Eternal Arena Card 3 (Geniekin):
    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.
    Eternal Arena Card 4:
    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.
    Eternal Arena Card 5:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Eternal Arena Card 6:
    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.
    Eternal Arena Card 7:
    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.
    Eternal Arena Card 8:
    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.
    Eternal Arena Card 9:
    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.
    Eternal Arena Card 10:
    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.


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Off turn. Recharge Remove Curse.
    Stavros Scenario Power: 1d4 + 1 ⇒ (3) + 1 = 4 Bury Spellsword + 2. Discard Aegis of Recovery, Horn Lamellar, and Wayfarer

    Hour of Bastet

    Start of turn , reveal Ring of Regeneration to recharge Steel Ibis Lamellar.


    Move to Eternal Arena

    Combat Damage: 1d6 ⇒ 3 Discard rest of the hand. Pain Taster: Draw Blessing of Nethys. Heal Horn Lamellar

    Take a rest in the Magical Mansion.

    Heal Cards: 1d4 + 1 ⇒ (1) + 1 = 2 Meteor Hammer +3, Aegis of Recovery, and Ring of Regeneration

    End turn.

    Zelhara, contends with some delicious pain to rejoin the party. She takes a magical respite in Ezren's mansion with Raz.

    Zelhara wrote:

    Hand: Blessing of Nethys, Blade Lash, Steal Soul, Blessing of the Savored Sting, Ring of Serene Contortions, Aegis of Recovery,

    Displayed: Xandhul Bloodsbane III,
    Deck: 14 Discard: 2 Buried: 6
    Notes: Blessings available
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Chisisek's Tomb CLOSED
    Crypt CLOSED
    Sepulcher of the Servant CLOSED
    Hall of the Crocodile Kings CLOSED
    Forgery of Ra CLOSED
    SHUFFLED Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
    Seoni, Ezren, Zelhara, Raz - SHUFFLED Eternal Arena 1-10 remain // Ezren Create Mindscape and Magical Mansion are displayed here. Top card is 1=Ammut; 2=Fiendish Sphinx; 3=Geniekin


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 1: Horus o’clock
    Exploring Eternal Arena 1: Ammut

    Ammut:
    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.

    Fire damage: 1d4 ⇒ 4
    Recharging Elemental Brass Mail to prevent 4 Fire damage
    Everyone takes 1d4 Fire damage
    Banishing Life Leech to recovery. Ezren does some wizardry. Using Ezren’s Create Mindscape and Arcane Cannonade
    Combat 24: 1d12 + 6 + 2d4 + 2 + 1d4 + 1d6 ⇒ (10) + 6 + (2, 4) + 2 + (4) + (3) = 31
    Life Leech: 1d4 + 1 ⇒ (1) + 1 = 2
    Neferekhu, Sand Elemental are healed. Ammut is banished

    Seoni looked at Zelhara. “We are in a vampire’s manor. There is a more primal source of healing here.” Zelhara understand what she was getting at. The sorcerer cast a vampiric spell to consume the soul of a ammut. The vitality radiated through her brass mail, but unleashed a torrent of heat on everyone nearby.

    Displaying Wall of Fire
    Discarding Autumn Witch to explore Eternal Arena 2: Fiendish Sphinx

    Fiendish Sphinx:
    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.

    Using Ezren’s Create Mindscape
    Arcane 12: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18
    Fiendish Sphinx is banished

    A sphinx mocked them. “Stavros yet still remains, dead yet cannot die.”
    Seoni made a threatening gesture, her fingers cracking dangerously with sorcery. “*Anyone* can die.”
    The sphinx prudently decided it was not worth arguing the point.

    Discarding Blessing of Achaekek to explore Eternal Arena 3: Geniekin

    Geniekin:
    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.

    Using Wall of Fire. Ezren does some wizardry. Using Ezren’s Create Mindscape and Arcane Cannonade
    Combat 8+12=20: 1d12 + 6 + 2d6 + 2 + 1d4 + 1d6 ⇒ (5) + 6 + (6, 6) + 2 + (1) + (2) = 28
    Geniekin is banished

    The sorcerer redirected the anmut’s fiery energy upon a genie. Stavros’s wishes would not be coming true today.

    Ending turn.
    Ravenous: 1d4 ⇒ 2
    Burying Clockwork Owl, Autumn Witch
    Recovery: Using Ezren’s Create Mindscape
    Arcane 15: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11
    Life Drain is discarded
    Using Ezren’s Create Mindscape
    Arcane 13: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10
    Wall of Fire is discarded
    Resetting hand

    Seoni wrote:

    Hand: Cleric of Nethys, Pearl of Magic, Deathgrip, Elemental Brass Mail, Sand Elemental (recharge to prevent Cold/Fire damage), Fire Snake,

    Displayed: Varanthe the Paralyzer, Eagle Aerie (while displayed, banish to recovery for +1d8 to local combat/local characters may recharge a card at end of any turn to move),
    Deck: 8 Discard: 4 Buried: 11
    Notes: Seoni can take a villain check.
    Ask before using:
    Can use without asking: Eagle Aerie; Sand Elemental

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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:
    Eternal Arena 1,2,3 are banished.
    Everyone takes 1d4 Fire damage.

    Board Status:
    Most Recent BR Refresh
    Villain defeated once

    Notes for Ezren: 1d4 Fire
    Notes for Raz: 1d4 Fire
    Notes for Zelhara: 1d4 Fire

    Chisisek's Tomb CLOSED
    Crypt CLOSED
    Sepulcher of the Servant CLOSED
    Hall of the Crocodile Kings CLOSED
    Forgery of Ra CLOSED
    Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
    Seoni, Ezren, Zelhara, Raz - Eternal Arena 4-10 remain // Ezren Create Mindscape and Magical Mansion are displayed here.


    Human Wizard | Ezren's Deck //

    Raz's turn: discard Osiris

    Seoni's turn: display Carpet of Flying - Electric and Fire dmg is reduced by 2 at Arena until the end of Seoni's turn.

    Fire dmg: 1d4 ⇒ 3

    Reveal Khepresh to reduce by 2 more to 0.

    After Seoni finishes their actions but before turn is over, recharge Samisen to examine top 3 of location: 4=Flaming Ranseur +3, 5=Stavros Nightcrescent; 6=Falcon Crown. No triggers.

    At the end of Seoni's turn: recharge Carpet of Flying

    It is the hour of Pharasma

    Magical Mansion goes to Recovery

    Location Power: When you move during your move step you are dealt 1d6 Combat damage.

    Free explore:

    Eternal Arena Card 4 is 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.

    Send Fire Snake to Recovery to use Arcane
    Ezren power: examine top of own deck - Channel the Gift - draw it.

    Arcane 12, mindscape, spellbook: 1d12 + 6 + 2d4 ⇒ (7) + 6 + (4, 4) = 21

    Ezren power: When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location. Give Flaming Ranseur +3 to Zelhara.

    [ooc]End turn

    Recovery Phase:
    Recharge Magical Mansion? Arcane 10, spellbook, mindscape: 1d12 + 6 + 2d4 ⇒ (10) + 6 + (3, 2) = 21
    Recharge Fire Snake? Arcane 8, spellbook, mindscape: 1d12 + 6 + 2d4 ⇒ (10) + 6 + (4, 2) = 22
    Keep Arcane Cannonade Displayed? Arcane 15, spellbook, mindscape: 1d12 + 6 + 2d4 ⇒ (10) + 6 + (3, 1) = 20

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

    "Board Status
    Most Recent BR Refresh
    Villain defeated once

    Notes for Raz: 1d4 Fire (reduce 2 by Carpet of Flying)
    Notes for Zelhara: 1d4 Fire (reduce 2 by Carpet of Flying)
    Given Flaming Ranseur +3

    Chisisek's Tomb CLOSED
    Crypt CLOSED
    Sepulcher of the Servant CLOSED
    Hall of the Crocodile Kings CLOSED
    Forgery of Ra CLOSED
    Hall of Winged Chaos CLOSED // Lightning Storm is displayed here.
    Seoni, Ezren, Zelhara, Raz - Eternal Arena 5-10 remain // Ezren Create Mindscape and Magical Mansion are displayed here. 5=Stavros Nightcrescent; 6=Falcon Crown"

    "

    Ezren wrote:

    Hand: Meteor Swarm, Channel the Gift, Disintegrate, Icy Prison, Khepresh of Refuge, Arcane Robes, Wand of Flying, Spellbook, Staff of Greater Necromancy, Ring of Rejection,

    Displayed: Mortevia Strassel, Create Mindscape, Arcane Cannonade,
    Deck: 6 Discard: 1 Buried: 6
    Current Location: Eternal Arena
    Hero Points: 2
    Paizo merch reroll: Used
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +2 from Ezren's power

    Create Mindscape: displayed at Eteneral Arena +1d4 for local Int/Wis/Cha checks until the location is closed.

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

    Arcane Cannonade: +1d6 to global combat checks (stays displayed)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Chain Lightning (Core), Bound Imp, Samisen of Oracular Vision, Carpet of Flying, Magical Mansion, Fire Snake,
    Discard Pile: Blessing of Osiris,
    Buried Pile: Sand Elemental, Repulsion, Unwrapped Harmony, Vision, Hippopotamus Mud Elemental, Acadamae Scholar,

    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.
  • "


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Display Steal Soul
    Fire Damage: 1d4 ⇒ 4 Reduced by 2 for the Carpet. Discard Blade Lash and Aegis of Recovery. Pain Taster: draw Blessing of Yaezhing. Heal Blade Lash


    Female Gnome Combat Paladin, Tier 6, Deck Handler

    Seoni's turn.
    Fire damage: 1d4 ⇒ 4 Recharge Scarab

    Start turn. Hour is Bastet. Give Galvanic Kopis +2 to Zelhara. Explore: Stavros Nightcrescent.

    Before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.
    Bury: 1d4 + 1 ⇒ (1) + 1 = 2: Mighty Steed and Dwarven Earthbreaker +1

    Undead difficulty increase: 1d12 ⇒ 1 Perfect
    I'll take the first. Mindscape. Discard top of deck for paladin power: Griffon, recharged.
    Cha 6 + 1 = 7: 1d10 + 2 + 1d4 + 1d6 + 2 ⇒ (2) + 2 + (3) + (6) + 2 = 15 Auto-success
    I'll also take the second. Reveal and discard Frost Lance, discarding pillaging mace to do so. Discard Shizuru to double bless, discarding Ebon to do so. Canonade. Discard top of deck for paladin power: Cartouche of Protection.
    Combat 16+1=17: 3d8 + 6 + 1d8 + 2 + 2d8 + 1d6 + 1d6 + 2 ⇒ (7, 3, 2) + 6 + (4) + 2 + (2, 6) + (4) + (2) + 2 = 40 Also auto-success

    Nowhere to run and escape to. No further scenario conditions to satisfy. VICTORY declared!


    Victory!

    Development:
    You managed to best the vampire Stavros Nightcrescent. Gripped by a terrifying sense of dread, you creep toward the searing portal that Nightcrescent opened. Is it possible this is an actual hellmouth—a rift to the Pit itself ?

    Your question is answered when a woman, pale as the winter moon with eyes like a starless night, blinks into existence just in front of the rift. She floats above the ground, black curls billowing and a smirk on her blood-red lips. “Stavros always was weak,” she says, chuckling ominously. “Why else would he wake me, Yeleth of the First Blood, and expect my help with his petty schemes? But you are strong. I respect this. Take the toys you came for, and rest assured that Hell shall not follow you—if you are wise.”

    And with that, the woman disappears. The hellmouth, though, remains.

    Scenario Reward:

  • When you play scenario 4-P7, your trade cost for Trove of Tef-Naju is reduced by 2 cards (to a minimum of 1) and you may choose a power feat and treat it as checked off during the scenario.
  • Each player can grant 1 of her Pathfinder Society Roleplaying Guild characters a +2 bonus on Bluff, Diplomacy, and Intimidate checks against anyone in or from the nation of Geb.
  • 1 XP, 1 Hero Point

    Adventure Reward:

  • Each player unlocks the ability to play Meligaster from the Occult Adventures 1 Character Deck using the Bard Class Deck, and Lem from any set or deck using the Occult Adventures 1 Character Deck.

    Adventure Path Reward:
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may treat the loot Shining Wayfinder as if it is in her Class Deck box.

    Shining Wayfinder:

    Loot
    Type: Item
    Traits: Magic Object
    To Acquire:
    Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter. Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.

    Acquired cards:
    Freed Soul (Ally 5)
    Ubashki (Ally B)
    Hippopotamus Mud Elemental (Ally 6)
    Sand Elemental (Ally 5)
    Skyplate Armor (Armor 5)
    Steel Ibis Lamellar (Armor 4)
    Horn Lamellar (Armor 6)
    Blessing of Osiris (Blessing 4)
    Blessing of Nethys (Blessing B)
    Blessing of the Lady of Graves (Blessing 5)
    Blessing of Ptah (Blessing 6)
    Blessing of the Lady of Graves (Blessing 5)
    Ring of Rejection (Item P)
    Mumia (Item 2)
    Scarab of Ptah (Item 6)
    Sandstorm Dust (Item 4)
    Ring of Energy Resistance (Item 6)
    Carpet of Flying (Item 6)
    Symbol of Fortune (Spell 6)
    Deathgrip (Spell 2)
    Galvanic Kopis +2 (Weapon 5)
    Spellsword +2 (Weapon 4)
    Flaming Ranseur +3 (Weapon 5)
    Crook and Flail of Kings (Weapon 6)
    Striking Wing Scimitar (Weapon 4)

    To the discussion page!


  • Adventure 7: Yeleth of the First Blood

    he parlor of Stavros Nightcrescent, a vampire Blood Lord whose ambitions would have swallowed all of Mechitar and beyond, is empty. The finest ashes float through the stagnant air, past luxuriant crimson drapes, brocade valances, and gothic stonework on a grand scale—the only vestiges of Sellortia’s master, whom you have destroyed.

    As Nightcrescent’s final earthly remains fall like snow, you realize that the room’s imagery is far more sinister than you had previously noticed. Carved into the stonework are the snarling visages of horned devils, pit fiends, and other diabolic horrors, alongside depictions of what you presume are the remains of their victims. You realize that, before you accosted him, Nightcrescent had been chanting before an altar ringed with unnervingly realistic statues of skeletons. Encompassing the entire top of the dais, drawn in dark, sludgy ink—it is ink, isn’t it?—is a pentagram, gently pulsing with an unknowable light.

    And, of course, there’s the gasping, seething portal behind it that you believe is a hellmouth straight to the Pit. The hairs on the back of your neck stand as you slink toward the altar. The open book atop it provides some clues.

    It takes you some time to parse the written Infernal, but the tome contains diabolic devotions to hellish forces. Specifically, Nightcrescent paid obeisance to Moloch, the Ashen Bull and archdevil of Malebolge, the sixth layer of Hell. Through Moloch, Nightcrescent had sought ties to something called the Revenant Court—ancient catacombs beneath a bolgia in Malebolge that are home to the eldest of vampirekind. Most of these vampires slumber, except when roused by powerful and unholy faithful who offer proper fealty. The unholy tome lists a contingent of the Court’s elder Hell-vampires, and one name catches your eye.

    Yeleth of the First Blood. The name the woman who emerged from the hellmouth claimed before she chuckled at your destruction of Nightcrescent and sauntered back to the Pit.

    That hellmouth is still open, and Nightcrescent’s unholy devotions suggest that it leads straight to Yeleth’s lair.

    It’s time to confront the vampire who pulled a Blood Lord’s strings once and for all. But do you choose to face her in battle, or seek a deal—one that might place the power of Hell itself into your hands?

    Yeleth of the First Blood presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read During This Scenario on the two scenario cards before setting up, then choose to duel or deal. If you choose duel, use the scenario card Yeleth of the First Blood—Duel. If you choose deal, use the scenario card Yeleth of the First Blood—Deal. (When replaying, you may earn the reward for each card once, but must choose a different character for each reward.)


    Scenario Yeleth of the First Blood-Duel

    LOCATIONS:
    1 - Ghoul Square
    1 - Guardian Vault
    1 - Sepulcher of the Servant
    1 - Volcanic Vents
    2 - Ruined Temple
    3 - Pleasure Barge
    4 - Peasant Tombs
    5 - Garden of Ossumentals
    6 - Mumia Lab

    Story Banes:
    Villain: YELETH THE RAVAGER
    Henchmen: ERINYES DEVIL, REVENANT COURT VAMPIRES

    DURING THIS SCENARIO:

  • All monsters gain the Undead and Vampire traits and are immune to the Mental and Poison traits.
  • While you act against a monster other than Yeleth the Ravager or a Revenant Court Vampire, before any character plays a card, that character recharges a card. If the monster is undefeated, bury your discard pile.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 13 or more, suffer a scourge.

    ====================================

    Scenario Yeleth of the First Blood-Deal

    SETUP:

  • After creating the blessings deck, put the villain Canopic Soul on top of it.

    LOCATIONS:
    1 - Ghoul Square
    1 - Guardian Vault
    1 - Sepulcher of the Servant
    1 - Volcanic Vents
    2 - Ruined Temple
    3 - Pleasure Barge
    4 - Peasant Tombs
    5 - Garden of Ossumentals
    6 - Mumia Lab

    Story Banes:
    Villain: YELETH THE SOULBINDER
    Henchmen: Contract Devil, Infernal Contracts

    DURING THIS SCENARIO:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.


  • Scenario Yeleth of the First Blood-Deal

    You have chosen to deal with Yeleth of the First Blood. You have had smarter ideas. This is a Hell-vampire of the highest order, and you... well, you are not. As her army of devils proffers tempting contracts before you, Yeleth cackles and intones, “You should never have sold me your soul. Now you lose everything.”

    ==================================

    Traders

    1, maybe, to Agymah. 2 Arcane Spells:

    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.
    Boneshatter:

    MM Spell 6
    Traits: Magic Arcane Divine Attack
    To Acquire: Intelligence Arcane Wisdom Divine 13
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

    1 to Ghoul Market. 2 Armors:

    Gravewatcher Chain Mail:

    MM Armor 6
    Traits: Light Armor Magic Pharasma
    To Acquire: Constitution Fortitude Wisdom Divine 13
    Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location. When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die. If proficient with light armors, recharge this card to examine the top card of your deck. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    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.

    Rest to Trove of Tef-Naju. One of each type:

    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.
    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.
    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.
    Scarab of Khepri:

    MM Item 6
    Traits: Object Magic Khepri
    To Acquire: Wisdom Survival 10
    Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait. Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check. Bury this card to add 1d8 and the Poison trait to your combat check.
    Fortune-Teller:

    MM Ally 6
    Traits: Human Oracle
    To Acquire: Charisma Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location.
    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.

    =====================================

    During This Adventure: The scourge die is 1d6+4.

    Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane

    When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

    During This Scenario:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Setup:
    After creating the blessings deck, put the villain Canopic Soul on top of it.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.
    4-6E: Trade cost for Trove of Tef-Naju is reduced by 2 cards (minimum 1)
    6-6E: You may choose a power feat and treat it as checked off during the scenario.

    Scenario Level (#): 7

    Turn: 0, 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:
    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.

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

    Spoiler:
    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:
    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.

    Barriers
    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.

    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:
    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:
    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:
    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.

    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:
    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:
    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:
    Sling Staff +2
    MM
    Weapon 6
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
    If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.

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

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

    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:
    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:
    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:
    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.

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

    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:
    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:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

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

    Allies
    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of the 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 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 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

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

    Location #2: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #3: 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: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #4: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

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

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

    Location #7: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    ===============================

    Please post starting info:

  • Loot replacements for this scenario- if they are different than listed on the Campaign info tab
  • Deck changes (from upgrades, banished cards, traders, etc) from previous scenario
  • Starting locations and hands


  • Female Gnome Combat Paladin, Tier 6, Deck Handler

    Raz will pass on the trader offerings. Still taking loots Life Lantern and Cartouche of Protection, setting aside Ring of Stony Flesh and Belt of Charging. Start at Guardian Vault to avoit it's awful power for at least one round.

    Reminder that my unlocked power lets me charge in to try to acquire weapons or armors for you the same way that I can already take combats. Happy to do this for nearly any tier 5-6 weapon/armor.

    Raz wrote:

    Hand: Flaming Longsword +3, Pillaging Mace, Cartouche of Protection, Warhorse, Pegasus, Defiant Nodachi +3,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Hero Points: 8
    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 ( ☑ or a weapon or an armor ) , you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Gaining Hero Point
    Upgrading Blessing 3 of Gozreh into Blessing 5 of the Lady of Graves
    Replacing Wall of Fire with Loot Disable Mechanism
    Replacing Headband of Alluring Charisma with Loot Game of Afterlife
    Replacing Surgeon with Loot Neferekhu
    Replacing Blessing of Pharasma with Loot Blessing of the Lady of Graves
    Ghoul Market: Trading Item 5 Samisen of Oracular Vision for Armor 6 Gravewatcher Chain Mail
    Gaining temporary power feat: You may bury a card to add its adventure deck number to your check.
    Displaying Varanthe the Paralyzer
    Starting at Pleasure Barge

    “A deal with the devil?” Seoni laughed.
    “I’ve associated with undead and mummies. I’ve befriended dhamphir, evil clerics, dark ninjas, masked vigilantes.”
    The mystic felt a devilish power surge within her, as nature gave way to power from beyond the grave. “Take me to the second circle of hell.”

    Seoni wrote:

    Hand: Game of Afterlife (banish to recovery to banish displayed curse), Coordinated Blast (banish to recovery for +1d12+6 to local defeat), Blessing of Abadar (discard to bless/double bless if to defeat barrier), Sand Elemental (recharge to prevent Cold/Fire damage), Cleric of Nethys, Life Leech,

    Displayed: Varanthe the Paralyzer,
    Deck: 16 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of Abadar
    Can use without asking: Blessing for story bane/closing; blessing if would recharge; Coordinated Blast; Game of Afterlife; Sand Elemental

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8


    Human Wizard | Ezren's Deck //

    Ezren takes the usual loot.

    Temp power feat:

  • [X] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([X]3) ([ ]4) to it.

    Displaying Mortevia as usual (assuming everyone else is ok with Ezren continuing with it).

    Trader:
    pending answer in Discord but presuming that the answer is that I can't get rid of Walking Stick at Tef-Naju, then trade Walking Stick and Death's Touch for Boneshatter.

    Starting location:
    Vault of Hidden Wisdom

    "

    Ezren wrote:

    Hand: Magical Mansion, Chain Lightning (Core), Fire Snake, Create Mindscape, Meteor Swarm, Arcane Robes, Samisen of Oracular Vision,

    Displayed: Mortevia Strassel,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's power

    Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn.

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

    Samisen: Recharge to EITHER examine top 3 of one location or top card of 3 locations

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Unwrapped Harmony, Sand Elemental, Disintegrate, Khepresh of Refuge, Boneshatter, Wand of Flying, Spellbook, Autumn Witch, Channel the Gift, Staff of Greater Necromancy, Arcane Cannonade, Vision, Repulsion
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [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.
  • "


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Join Ezren at the Vault of Hidden Wisdom

    Loot:
    Blessing of the Lady of Graves Replaces Blessing of Norgorber
    Maftet Hunter Replaces Shy Ratani
    Traders:
    Trove of Tef-Naju: Elemental Brass Mail: Replaces Writhing Armor
    Sunburst Market:Remove Curse Replaces Hungry Ghost Monk

    Zelhara wrote:

    Hand: Blade Lash, Remove Curse, Wayfarer, Meteor Hammer +3, Forensic Physician, Elemental Brass Mail,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Remove Curse 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: 5
    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.


    During This Adventure: The scourge die is 1d6+4.

    Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane

    When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

    During This Scenario:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Setup:
    After creating the blessings deck, put the villain Canopic Soul on top of it.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.
    4-6E: Trade cost for Trove of Tef-Naju is reduced by 2 cards (minimum 1)
    6-6E: You may choose a power feat and treat it as checked off during the scenario.

    Scenario Level (#): 7

    Turn: 1, 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:
    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:
    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:
    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:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Spoiler:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

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

    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.

    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.

    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:
    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.

    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:
    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:
    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:
    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:
    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.

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

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

    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:
    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:
    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:
    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:
    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.

    Items
    Spoiler:
    Scarab of Khepri
    MM
    Item 6
    Traits:
    Object
    Magic
    Khepri
    To Acquire:
    Wisdom
    Survival 10
    Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait.
    Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    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:
    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:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

    Spoiler:
    Candle of Comity
    None
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Chairsma
    Craft
    Diplomacy 8
    Reharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
    Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this card during an encounter.

    Allies
    Spoiler:
    Black Kiss
    MM
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis
    To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10
    If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.

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

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

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

    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 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 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 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.

    Current Hour:

    Canopic Soul:
    Canopic Soul
    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.

    Hours Remaining: 30

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 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 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Ezren/AbrahamZ
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    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 the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    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 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 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 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 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 16 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 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    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 19 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 20 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 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 21 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 22 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 22 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 23 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 23 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 24 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 24 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 25 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 25 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 26 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 26 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 27 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 27 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 28 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 28 Mavaro/NathanDavis
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 29 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 29 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 30 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 30 Ezren/AbrahamZ
    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.

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

    Guardian Vault Card 1:
    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.
    Guardian Vault Card 2:
    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.
    Guardian Vault Card 3:
    Key of the Second Vault
    MM
    Item C
    Traits:
    Object
    Magic
    Abadar
    To Acquire:
    Disable
    Perception
    Arcane
    Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it.
    Guardian Vault Card 4:
    Meehr Zet
    MM
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling
    To Acquire:
    Charisma
    Diplomacy 7
    Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
    Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
    Guardian Vault Card 5:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Guardian Vault Card 6:
    Yeleth the Soulbinder
    None
    Villain B
    Type: Monster
    Traits:
    Aristocrat
    Mythic
    Undead
    Vampire
    To Defeat:
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy 33
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
    Guardian Vault Card 7:
    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.
    Guardian Vault Card 8:
    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.
    Guardian Vault Card 9:
    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.
    Guardian Vault 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.

    Location #2: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None
    Pleasure Barge Card 1:
    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.
    Pleasure Barge Card 2:
    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.
    Pleasure Barge 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.
    Pleasure Barge Card 4:
    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.
    Pleasure Barge Card 5:
    Fire Gecko
    MM
    Ally C
    Traits:
    Animal
    Elemental
    Fire
    To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
    Pleasure Barge Card 6:
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead.
    Pleasure Barge Card 7:
    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.
    Pleasure Barge Card 8:
    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.
    Pleasure Barge Card 9:
    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.
    Pleasure Barge Card 10:
    Contract Devil
    None
    Henchman 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    OR Banish an Ally or Blessing
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Location #3: 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: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Sepulcher of the Servant Card 7:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    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.
    Sepulcher of the Servant 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.

    Location #4: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Volcanic Vents Card 1:
    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.
    Volcanic Vents Card 2:
    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.
    Volcanic Vents Card 3:
    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.
    Volcanic Vents Card 4:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Volcanic Vents Card 5:
    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.
    Volcanic Vents Card 6:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Volcanic Vents Card 7:
    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.
    Volcanic Vents Card 8:
    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.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    Lightning Storm
    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ruined Temple Card 1:
    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 2:
    Kohl of Uncanny Discernment
    MM
    Item B
    Traits:
    Accessory
    Alchemical
    To Acquire:
    Intelligence
    Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.
    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 8:
    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.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Mavaro/NathanDavis, None
    Vault of Hidden Wisdom Card 1:
    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.
    Vault of Hidden Wisdom Card 2:
    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.
    Vault of Hidden Wisdom Card 3:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Vault of Hidden Wisdom Card 4:
    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.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Vault of Hidden Wisdom Card 7:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 8:
    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.
    Vault of Hidden Wisdom Card 9:
    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.
    Vault of Hidden Wisdom Card 10:
    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.

    Location #7: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
    Peasant Tombs Card 7:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Peasant Tombs Card 8:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Peasant Tombs Card 9:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 10:
    Ambush
    MM
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    If defeated, you may immediately explore again.


  • Scenario power: When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck.
    Who encounters Canopic Soul? (MSER): 1d4 ⇒ 3: Ezren!


    Human Wizard | Ezren's Deck //

    Canopic Soul:

    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.

    Use AP reward: When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

    2 random cards recharged: Meteor Swarm and Mindscape

    Canopic Soul is evaded, which occurs before the BYA, so neither Ezren nor Zelhara take irreducible Mental dmg.

    Ezren moves to random other location: 1d7 ⇒ 6
    Ezren moves to random other location: 1d7 ⇒ 6
    Ezren moves to random other location: 1d7 ⇒ 5

    Ezren moves to Ruined Temple (bad location for Ezren!)

    then advance the blessings deck and shuffle Canopic Soul into the blessings deck.

    "Board Status
    Most Recent BR Refresh
    Raz - Guardian Vault
    Seoni - Pleasure Barge
    Sepulcher of the Servant
    Volcanic Vents
    Ezren - Ruined Temple
    Zelhara - Vault of Hidden Wisdom
    Peasant Tombs"

    "

    Ezren wrote:

    Hand: Magical Mansion, Chain Lightning (Core), Fire Snake, Arcane Robes, Samisen of Oracular Vision,

    Displayed: Mortevia Strassel,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Ruined Temple
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's power

    Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn.

    Samisen: Recharge to EITHER examine top 3 of one location or top card of 3 locations

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Boneshatter, Unwrapped Harmony, Arcane Cannonade, Bound Imp, Channel the Gift, Staff of Greater Necromancy, Sand Elemental, Vision, Wand of Flying, Autumn Witch, Repulsion, Spellbook, Khepresh of Refuge, Disintegrate
    Recharged: Meteor Swarm, Create Mindscape,
    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.
  • "


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Hour becomes Hour of Abadar

    Free explore and encounter Coffer Corpse
    Reveal Meteor Hammer +3

    Combat 8: 1d10 + 5 + 1d10 + 3 ⇒ (4) + 5 + (7) + 3 = 19
    Reveal Meteor Hammer +3
    Next Combat 10. Meteor Hammer keeps the same check. Banished!
    Free Explore? Perception 7: 1d10 + 7 ⇒ (2) + 7 = 9

    Free explore and encounter Eruption

    Divine 11: 1d10 + 5 ⇒ (5) + 5 = 10 Bury Blade Lash to add 2 and succeed and acquire! Then banish and transmogrify into Canopic Conversion

    Discard Wayfarer to explore and encounter Inevitable Trap
    Wayfarer

    Wisdom 10: 1d10 + 4 + 2d6 ⇒ (5) + 4 + (2, 1) = 12 Banished!
    Free Explore? Perception 7: 1d10 + 7 ⇒ (6) + 7 = 13

    Free explore and encounter Sightless Starvation

    Wisdom 12: 1d10 + 4 ⇒ (10) + 4 = 14
    Diplomacy 12: 1d6 + 5 ⇒ (2) + 5 = 7 Banished. But take Curse of Blindness. Which gives Curse of the Daybane. Blocking my Perception check-based explore

    Recharge Remove Curse to remove Curse of Blindness and am no longer daybaned.

    This deal has many pitfalls, traps, and curse embedded with it and the coffer corpse delivering it is less than desirable. But Zelhara navigates it with ease[/ooc]

    Zelhara wrote:

    Hand: Canopic Conversion, Aegis of Recovery, Blessing of Yaezhing, Meteor Hammer +3, Forensic Physician, Elemental Brass Mail,

    Displayed: Xandhul Bloodsbane III,
    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 [X] +3
    Diplomacy: Charisma +2

    Hero Points: 5
    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
    Raz - Guardian Vault
    Seoni - Pleasure Barge
    Sepulcher of the Servant
    Volcanic Vents
    Ezren - Ruined Temple
    Zelhara - Vault of Hidden Wisdom 5-10 remain
    Peasant Tombs


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Shuffled Hourglass (1=Canopic Soul): 1d30 ⇒ 24
    Hourglass 24: Elements o’clock
    Exploring Pleasure Barge 1: Clockwork Menial

    Clockwork Menial:
    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.

    Craft 9: 1d12 + 5 ⇒ (6) + 5 = 11
    Clockwork Menial is acquired and banished. Ezren transmogrifies Clockwork Menial into Random Ally 1: Black Kiss 2: Aunty 3: Neb-At 4: Bal Themm 5: Kafar from website Freed Soul
    Freed Soul:
    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.

    The circle of lust was full of pathetic souls who had lost any sense of free will. Seoni gave an enchanting smile. “I offer you freedom from your drudgery.”

    Discarding Blessing of Abadar to explore Pleasure Barge 2: Sophronia

    Sophronia:
    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.

    Diplomacy: 1d12 + 5 ⇒ (9) + 5 = 14
    Sophronia is acquired and banished. Ezren transmogrifies Sophronia into Random Ally from website Ausetitha
    Ausetitha:
    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.

    Sophronia was getting jealous of the attention Seoni was getting. The sorcerer smiled again. “Now, now. This isn’t the circle of envy.” Sophronia’s lover, a banshee Ausetitha cackled in agreement.

    Displaying Ausetitha
    Discarding Cleric of Nethys to examine Pleasure Barge 3: Blessing of the Elements, Pleasure Barge 4: Mad Dog Marrn, and explore Pleasure Barge 3: Blessing of the Elements

    Blessing of the Elements:
    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.

    Mad Dog Marrn:
    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.

    Knowledge 6: 1d8 + 5 ⇒ (2) + 5 = 7
    Blessing of the Elements is acquired and banished. Ezren transmogrifies Blessing of the Elements into Random Blessing 1: of Abadar 2: of Thoth 3: of Pharasma 4: of the Ancients 5: of Horus from website of Anubis
    Blessings of Anubis:
    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.

    Eltin gave a warning. “Be careful, Seoni. Remember that god and dog are opposites. Consider the path you are choosing, and what you are forgoing.”
    But Seoni disagreed. “Not always. Anubis is god and dog.” She tapped two overlapping tattoos. “It is possible to have it all.”

    Discarding Blessing of Anubis to explore Pleasure Barge 4: Mad Dog Marrn

    Mad Dog Marrn:
    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.

    Diplomacy 9: 1d12 + 5 ⇒ (12) + 5 = 17
    Mad Dog Marrn is acquired and banished. Ezren transmogrifies Mad Dog Marrn into Random Ally from website Tomb Artisan
    Tomb Artisan:
    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.

    Seoni’s sophistication seduced a delicate artisan away from the uncouth Marrn.

    Discarding Sand Elemental to explore Pleasure Barge 5: Fire Gecko

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

    Knowledge 4: 1d8 + 5 ⇒ (6) + 5 = 11
    Fire Gecko is acquired and banished. Ezren transmogrifies Fire Gecko into Random Ally from website Sehela
    Sehela:
    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.

    And her flame tattoos were more appealing to an alchemist than a fire gecko.

    Ending turn. Displaying Freed Soul
    Freed Soul: Recharging Blessing of Abadar
    Resetting hand

    The freed souls were worshipping Seoni. And she was loving the attention.

    Seoni wrote:

    Hand: Game of Afterlife (banish to recovery to banish displayed curse), Coordinated Blast (banish to recovery for +1d12+6 to local defeat), Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Tomb Artisan (display until scourged for +1d6 to local Knowledge/Perception/Stealth), Sehela (display until scourged for +1d6 to local Craft/Disable/Perception), Life Leech,

    Displayed: Varanthe the Paralyzer, Ausetitha (+/-5 after roll when Seoni plays a spell until scourged), Freed Soul,
    Deck: 16 Discard: 3 Buried: 0
    Notes: Seoni will use Varanthe to evade Canopic Soul if randomly chosen.
    Ask before using: Blessing of Achaekek
    Can use without asking: Blessing for story bane/closing; blessing if would recharge; Coordinated Blast; Game of Afterlife; Ausetitha; Tomb Artisan; Sehela

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8

    Summary:
    Hourglass 24 is discarded for hour.
    Random Allies 1-5 are banished.
    Random Blessings 1-5 are banished.
    Random Allies from website Freed Soul, Ausetitha, Tomb Artisan, Sehela are acquired.
    Random Blessing from website of Anubis is acquired.
    Pleasure Barge 1-5 are banished.

    Board Status:
    Most Recent BR Refresh
    Hourglass shuffled. Hours 1, 24 used.

    Raz - Guardian Vault 1-10 remain
    Seoni - Pleasure Barge 6-10 remain
    Sepulcher of the Servant 1-10 remain
    Volcanic Vents 1-10 remain
    Ezren - Ruined Temple 1-10 remain
    Zelhara - Vault of Hidden Wisdom 5-10 remain
    Peasant Tombs 1-10 remain


    Human Wizard | Ezren's Deck //

    Shuffled hourglass (1 and 24 used, 31=Canopic Soul: 1d31 ⇒ 25

    It is the hour of Grand Lodge's Favor

    Hour 25 is 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.

    Examining the top card of each location: Guardian Vault Card 1:Speak with Dead; Pleasure Barge Card 6:Pillar of Life; Sepulcher of the Servant Card 1:Dune of Doom; Volcanic Vents Card 1:Guecubu; Ruined Temple Card 1:Augury; Vault of Hidden Wisdom Card 5:Blessing of Abadar; Peasant Tombs Card 1:The Viper

    Ezren is the only character at Ruined Temple and has no allies in discard to recharge.

    Location Power: When you play a card that has the Divine trait, bury it.

    Free explore:

    Ruined Temple Card 1 is 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.

    Arcane 6: 1d12 + 6 ⇒ (3) + 6 = 9

    Transmogrify into Random Spell 3 is 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.

    Ezren power: acquire magic boon, explore again

    Ruined Temple Card 2 is Kohl of Uncanny Discernment:

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

    Int 6: 1d12 + 4 ⇒ (5) + 4 = 9

    Transmogrify into Random Item 1 is Scarab of Khepri:

    MM
    Item 6
    Traits:
    Object
    Magic
    Khepri
    To Acquire:
    Wisdom
    Survival 10
    Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait.
    Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    Recharge Samisen to examine top 3 cards of location: Ruined Temple 3:Grave Goods (trigger! - but no blessing to discard, so n/a); 4:Mahga Threefingers; 5:Blessing of Thoth

    End turn

    Recovery Phase:

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

    "Board Status
    Most Recent BR Refresh
    Hourglass shuffled. Hours 1, 24, 25 used.

    Raz - Guardian Vault 1-10 remain // 1:Speak with Dead
    Seoni - Pleasure Barge 6-10 remain // 6:Pillar of Life;
    Sepulcher of the Servant 1-10 remain // 1:Dune of Doom
    Volcanic Vents 1-10 remain // 1:Guecubu
    Ezren - Ruined Temple 3-10 remain // 3:Grave Goods; 4:Mahga Threefingers; 5:Blessing of Thoth
    Zelhara - Vault of Hidden Wisdom 5-10 remain // 5:Blessing of Abadar
    Peasant Tombs 1-10 remain // 1:The Viper"

    "

    Ezren wrote:

    Hand: Magical Mansion, Chain Lightning (Core), Fire Snake, Repulsion, Safety Bubble, Khepresh of Refuge, Arcane Robes, Scarab of Khepri, Bound Imp, Autumn Witch,

    Displayed: Mortevia Strassel,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Ruined Temple
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's 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:
    Middle of Deck (Unknown Order): Staff of Greater Necromancy, Vision, Disintegrate, Wand of Flying, Sand Elemental, Spellbook, Channel the Gift, Boneshatter, Arcane Cannonade, Unwrapped Harmony
    Recharged: Meteor Swarm, Create Mindscape, Samisen of Oracular Vision,
    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 Gnome Combat Paladin, Tier 6, Deck Handler

    Start turn. Hour is: Blessing of the Ancients. Explore: Speak with Dead.
    Divine 4: 1d6 + 2 ⇒ (4) + 2 = 6 Acquired. Transmog into: Jolting Portent. [i]

    Discard Pegasus to explore: Lightning Storm. Displayed.

    Discard Warhorse to explore: Key of the Second Vault.
    Divine 12: 1d6 + 2 ⇒ (6) + 2 = 8 [i]Banished

    Recharge Cartouche to move to Volcanic Vents.
    End turn. Reset hand, drawing 2.

    Raz wrote:

    Hand: Flaming Longsword +3, Pillaging Mace, Defiant Nodachi +3, Jolting Portent, Life Lantern, Retriever,

    Displayed:
    Deck: 16 Discard: 2 Buried: 0
    Hero Points: 8
    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 ( ☑ or a weapon or an armor ) , 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 1d6+4.

    Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane

    When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

    During This Scenario:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Setup:
    After creating the blessings deck, put the villain Canopic Soul on top of it.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.
    4-6E: Trade cost for Trove of Tef-Naju is reduced by 2 cards (minimum 1)
    6-6E: You may choose a power feat and treat it as checked off during the scenario.

    Scenario Level (#): 7

    Turn: 5, 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:
    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.

    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:
    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:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

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

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

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    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.

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

    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:
    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:
    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:
    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.

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

    Items
    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.

    Spoiler:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

    Spoiler:
    Candle of Comity
    None
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Chairsma
    Craft
    Diplomacy 8
    Reharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
    Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this card during an encounter.

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

    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.

    Allies
    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.

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

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

    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 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 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 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 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.

    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 Seoni/EmpTyger
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Ezren/AbrahamZ
    Canopic Soul
    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
    Hourglass Card 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 4 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 4 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 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 Seoni/EmpTyger
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Ezren/AbrahamZ
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 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 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 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.
    Hourglass Card 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 Mavaro/NathanDavis
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 14 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Ezren/AbrahamZ
    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 15 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 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 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 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 20 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 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 21 Seoni/EmpTyger
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 22 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 22 Ezren/AbrahamZ
    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 23 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 23 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 24 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 24 Mavaro/NathanDavis
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 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 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.

    Location #1: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here:

    Lightning Storm (Displayed):

    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.

    Guardian Vault Card 1:
    Meehr Zet
    MM
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling
    To Acquire:
    Charisma
    Diplomacy 7
    Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
    Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
    Guardian Vault Card 2:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Guardian Vault Card 3:
    Yeleth the Soulbinder
    None
    Villain B
    Type: Monster
    Traits:
    Aristocrat
    Mythic
    Undead
    Vampire
    To Defeat:
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy 33
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
    Guardian Vault Card 4:
    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.
    Guardian Vault Card 5:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Guardian Vault Card 6:
    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.
    Guardian Vault Card 7:
    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.

    Location #2: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Pillar of Life (reloaded)
    Pleasure Barge Card 1 (Pillar of Life):
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead.
    Pleasure Barge Card 2:
    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.
    Pleasure Barge Card 3:
    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.
    Pleasure Barge Card 4:
    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.
    Pleasure Barge Card 5:
    Contract Devil
    None
    Henchman 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    OR Banish an Ally or Blessing
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Location #3: 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: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Dune of Doom (reloaded)
    Sepulcher of the Servant Card 1 (Dune of Doom):
    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.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Sepulcher of the Servant Card 7:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    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.
    Sepulcher of the Servant 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.

    Location #4: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash, Guecubu (reloaded)
    Volcanic Vents Card 1 (Guecubu):
    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.
    Volcanic Vents Card 2:
    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.
    Volcanic Vents Card 3:
    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.
    Volcanic Vents Card 4:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Volcanic Vents Card 5:
    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.
    Volcanic Vents Card 6:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Volcanic Vents Card 7:
    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.
    Volcanic Vents Card 8:
    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.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    Lightning Storm
    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Grave Goods (trigger! - but no blessing to discard, so n/a); 4:Mahga Threefingers; 5:Blessing of Thoth (all reloaded)
    Ruined Temple Card 1 (Grave Goods):
    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.

    Ruined Temple Card 2 (Mahga Threefingers):
    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.
    Ruined Temple Card 3 (Blessing of Thoth):
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    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.
    Ruined Temple Card 8:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/NathanDavis, Blessing of Abadar (reloaded)
    Vault of Hidden Wisdom Card 1 (Blessing of Abadar):
    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.
    Vault of Hidden Wisdom Card 2:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Vault of Hidden Wisdom Card 3:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 4:
    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.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    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.

    Location #7: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: The Viper (reloaded)
    Peasant Tombs Card 1 (The Viper):
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
    Peasant Tombs Card 7:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Peasant Tombs Card 8:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Peasant Tombs Card 9:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 10:
    Ambush
    MM
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    If defeated, you may immediately explore again.


  • Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Hour of Wadjet

    Move to Sepulcher of the Servant
    Free explore and encounter Dune of Doom

    Divine 13: 1d10 + 5 ⇒ (3) + 5 = 8 Banished!

    Discard Blessing of Yaezhing to encounter Void Glyph. (Not a monster) I've got no good way to handle this...

    Wisdom 8+14: 1d10 + 4 ⇒ (1) + 4 = 5
    Cold Damage: 1d4 ⇒ 1 Choosing to take this instead of Armor it. Discard/Recharge Elemental Brass Mail. Pain Taster: Draw Crown of Infernal Majesty, then Heal Wayfarer. Void Glyph shuffles back in.
    Randomly Move to: 1d7 ⇒ 1 Guardian Vault: Take 2 Poison Damage. Recharge Aegis of Recovery to reduce that to 0.

    Reveal Forensic Physician to heal Blessing of Yaezhing, then discard to explore and encounter Meehr Zet

    Diplomacy 7: 1d6 + 5 ⇒ (3) + 5 = 8 Acquire. Then banish to transmogrify into Hippopotamus Mud Elemental from the acg site.

    Zelhara chases the doom right into a nasty glyph that land her right in muddy situation. She tames the mud and arms herself to fight.

    Zelhara wrote:

    Hand: Canopic Conversion, Hippopotamus Mud Elemental, Crown of Infernal Majesty, Meteor Hammer +3, Master's Lash, Elemental Brass Mail,

    Displayed: Xandhul Bloodsbane III,
    Deck: 16 Discard: 1 Buried: 1
    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: 5
    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
    Zelhara - Guardian Vault 2-7 remain
    Seoni - Pleasure Barge 1-5 remain // 1:Pillar of Life;
    SHUFFLED Sepulcher of the Servant 2-10 remain // Void Glyph
    Raz - Volcanic Vents 1-10 remain // 1:Guecubu
    Ezren - Ruined Temple 1-8 remain // 1:Grave Goods; 2:Mahga Threefingers; 3:Blessing of Thoth
    Vault of Hidden Wisdom 1-6 remain // 1:Blessing of Abadar
    Peasant Tombs 1-10 remain // 1:The Viper


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (At end of Zelhara’s turn)
    Random location: 1d7 ⇒ 7
    Guardian Vault: Zelhara moves to Peasant Tombs

    (Seoni’s turn)
    Hourglass 1: Lady o’Graves o’clock
    Moving to Sepulcher of the Servant
    Shuffled Sepulcher of the Servant: 1d9 + 1 ⇒ (2) + 1 = 3
    Exploring Sepulcher of the Servant 3: Blessing of Wadjet

    Blessing of Wadjet:
    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.

    Knowledge 5: 1d8 + 5 ⇒ (5) + 5 = 10
    Blessing of Wadjet is acquired and banished. Ezren transmogrifies Blessing of Wadjet into Random Blessing 1: of Maat 2: of Osiris
    Blessing of Osiris:
    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.

    The souls led Seoni to their graves. Seoni traced a serpentine tattoo in contemplation. “Osiris descended into the underworld and is still powerful.”

    Shuffled Sepulcher of the Servant: 1d9 + 1 ⇒ (2) + 1 = 3
    Shuffled Sepulcher of the Servant: 1d9 + 1 ⇒ (6) + 1 = 7
    Discarding Blessing of Osiris to explore Sepulcher of the Servant 7: Khamsin Coat

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

    Magic
    Knowledge 8: 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11
    Khamsin Coat is acquired and banished. Ezren transmogrifies Khamsin Coat into Random Armor 1: Skyplate Armor

    Skyplate Armor:
    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.

    “But I may yet ascend.” The mystic traced tattoos that swirled onto her back like the desert wind. Her coat developed a pair of magical wings.

    Shuffled Sepulcher of the Servant: 1d9 + 1 ⇒ (4) + 1 = 5
    Discarding Blessing of Achaekek to explore Sepulcher of the Servant 5: Blessing of the Ancients

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

    Knowledge 3: 1d8 + 5 ⇒ (7) + 5 = 12
    Blessing of the Ancients is acquired and banished. Ezren transmogrifies Blessing of the Ancients into Random Blessing 3: of Bastet 4: of Maat 5: of Pharasma from website of the Lady of Graves
    Blessing of the Lady of Graves:
    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.

    The mystic touched another tattoo- her oldest one, the one that set her on Pharasma’s course. “Whatever direction I go, I am ready.”

    Displaying Tomb Artisan
    Ending turn
    Freed Soul: Blessing of Anubis is recharged

    The artisan’s spirit was grateful to be shown the sepulcher, her finest work- and Seoni’s reward was more power.

    Seoni wrote:

    Hand: Game of Afterlife (banish to recovery to banish displayed curse), Coordinated Blast (banish to recovery for +1d12+6 to local defeat), Blessing of the Lady of Graves (discard to doublebless Undead/bury after roll to add or subtract WIS die; discard if Pharasma hour), Skyplate Armor, Sehela (display until scourged for +1d6 to local Craft/Disable/Perception), Life Leech,

    Displayed: Varanthe the Paralyzer, Ausetitha (+/-5 after roll when Seoni plays a spell until scourged), Freed Soul, Tomb Artisan (display until scourged for +1d6 to local Knowledge/Perception/Stealth),
    Deck: 16 Discard: 4 Buried: 0
    Notes: Seoni will use Varanthe to evade Canopic Soul if randomly chosen.
    Ask before using: Blessing of the Lady of Graves; Sehela
    Can use without asking: Blessing for story bane/closing; blessing if would recharge; Coordinated Blast; Game of Afterlife; Ausetitha; Tomb Artisan

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8

    Summary:
    Random Armor 1 (Skyplate Armor) is acquired.
    Random Blessings 1, 3, 4, 5 are banished.
    Random Blessing 2 (of Osiris) is acquired.
    Random Blessing from website of the Lady of Graves is acquired.
    Sepulcher of the Servant 3, 5, 7 are banished.
    Zelhara is at Peasant Tombs.
    Seoni is at Sepulcher of the Servant.

    Board Status:
    Most Recent BR Refresh

    Notes for Zelhara: Moved to Peasant Tombs

    Guardian Vault 2-7 remain
    Pleasure Barge 1-5 remain // 1:Pillar of Life;
    Seoni - SHUFFLED Sepulcher of the Servant 2,4,6,8-10 remain // Void Glyph
    Raz - Volcanic Vents 1-10 remain // 1:Guecubu
    Ezren - Ruined Temple 1-8 remain // 1:Grave Goods; 2:Mahga Threefingers; 3:Blessing of Thoth
    Vault of Hidden Wisdom 1-6 remain // 1:Blessing of Abadar
    Zelhara - Peasant Tombs 1-10 remain // 1:The Viper


    Human Wizard | Ezren's Deck //

    It is the hour of Canopic Soul!
    Scenario Power: When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

    Whose lucky day? 1=E, 2=R, 3=Z, 4=S: 1d4 ⇒ 2
    Raz gets to encounter Canopic Soul!

    Canopic Soul:

    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.

    ... after Raz's (hopefully) successful skirmish with the Canopic Soul, the hour becomes The Elements (would have been Raz's upcoming hour) and Canopic Soul is shuffled back into hourglass.

    It is the hour of the Elements

    Move: Sepulcher of the Servant
    Location Power: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

    Display Safety Bubble at Sepulcher
    Ezren power: examine top of own deck: Wand of Flying

    Send Bound Imp to Recovery to draw 2 cards: Wand of Flying and Disintegrate

    Free explore of shuffled location
    Shuffled Sepulcher: 1d9 + 1 ⇒ (3) + 1 = 4

    Sepulcher of the Servant Card 4 is 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.

    BYA summon and encounter random monster - none of Random Monsters 1-5 have the Undead trait. Will pause my turn.

    "

    Ezren wrote:

    Hand: Magical Mansion, Chain Lightning (Core), Fire Snake, Repulsion, Disintegrate, Khepresh of Refuge, Arcane Robes, Scarab of Khepri, Wand of Flying, Autumn Witch,

    Displayed: Mortevia Strassel, Safety Bubble,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Sepulcher of the Servant
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's 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:
    Middle of Deck (Unknown Order): Arcane Cannonade, Staff of Greater Necromancy, Unwrapped Harmony, Boneshatter, Vision, Channel the Gift, Spellbook, Sand Elemental
    Recharged: Meteor Swarm, Create Mindscape, Samisen of Oracular Vision,
    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 Gnome Combat Paladin, Tier 6, Deck Handler

    Encounter Canopic Soul from Volcanic Vents. Discard Defiant Nodachi +3 for BYA Mental damage, then draw it. Reveal and discard flaming longsword and discard top of deck: Blessing of the Inheritor.
    Combat 24: 1d8 + 6 + 1d8 + 3 + 2d6 + 1d6 + 2 ⇒ (4) + 6 + (1) + 3 + (5, 4) + (6) + 2 = 31 Defeated!

    AYA Mental damage: 1d4 ⇒ 2 Discard Jolting Portent and Defiant Nodachi +3, drawing the nodachi

    Raz wrote:

    Hand: Pillaging Mace, Defiant Nodachi +3, Life Lantern, Retriever,

    Displayed:
    Deck: 15 Discard: 5 Buried: 0
    Hero Points: 8
    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 ( ☑ or a weapon or an armor ) , you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Ezren’s turn)
    Ubashki Swarm: Banishing Life Leech to recovery. Ezren does some wizardry
    Combat 8 (10): 1d12 + 6 + 2d4 + 3 ⇒ (4) + 6 + (4, 1) + 3 = 18
    Life Leech: 1d4 + 1 ⇒ (3) + 1 = 4
    Blessing of Osiris, Cleric of Nethys, Blessing of Achaekek, Sand Elemental are healed
    Recovery:
    Arcane 15: 1d12 + 6 ⇒ (11) + 6 = 17
    Life Leech is recharged
    Arcane 15: 1d12 + 6 ⇒ (10) + 6 = 16
    Coordinated Blast is recharged

    With Ezren’s help, Seoni added some of the undead cats into her growing horde of souls.

    Seoni wrote:

    Hand: 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), Skyplate Armor, Sehela (display until scourged for +1d6 to local Craft/Disable/Perception),

    Displayed: Varanthe the Paralyzer, Ausetitha (+/-5 after roll when Seoni plays a spell until scourged), Freed Soul, Tomb Artisan (display until scourged for +1d6 to local Knowledge/Perception/Stealth),
    Deck: 22 Discard: 0 Buried: 0
    Notes: Seoni will use Varanthe to evade Canopic Soul if randomly chosen.
    Ask before using: Blessing of the Lady of Graves; Sehela
    Can use without asking: Blessing for story bane/closing; blessing if would recharge; Game of Afterlife; Ausetitha; Tomb Artisan

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8


    Human Wizard | Ezren's Deck //

    resuming turn:

    Random Undead monster from Discord is 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.

    Seoni takes one Combat check and auto-succeeds with Life Leech.
    Display Chain Lightning
    Combat 8 (10): 1d12 + 6 + 3d6 ⇒ (6) + 6 + (1, 1, 2) = 16
    Ezren power: examine top of own deck: Unwrapped Harmony

    Mummy Lord is immune to electricity so send Disintegrate to Recovery

    Ask Seoni for Coordinated Blast
    Combat 23: 1d12 + 6 + 4d6 + 1d12 + 6 ⇒ (3) + 6 + (2, 2, 1, 4) + (6) + 6 = 30

    Send Wand of Flying to Recovery to examine top card of: Guardian Vault 2=Frost Sling +1 and shuffled Sepulcher
    Shuffled Sepulcher: 1d9 + 1 ⇒ (5) + 1 = 6
    Sepulcher 6=Infernal Contract (no trigger)
    Move to Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.

    Discard Autumn Witch to explore

    Peasant Tombs Card 1 is The Viper:

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

    Diplomacy 9: 1d8 + 4 ⇒ (6) + 4 = 10

    Transmogrify to Random Ally of tier 4+. All Random Allies are less than that. Pausing turn.

    "Board Status
    Most Recent BR Refresh
    On Ezren's turn the hour is Card 3 (Blessing of the Elements, would have been Raz's hour) and then Canopic Soul is shuffled back into the hour.

    Notes for Raz: Summon and encounter Canopic Soul on Ezren's turn
    Notes for Zelhara: Moved to Peasant Tombs

    Guardian Vault 2-7 remain // 2=Frost Sling +1;
    Pleasure Barge 1-5 remain // 1:Pillar of Life;
    Seoni - SHUFFLED Sepulcher of the Servant 6, then (shuffled) 2,8-10 remain // Void Glyph; Safety Bubble is displayed here.
    6=Infernal Contract (on top)

    Raz - Volcanic Vents 1-10 remain // 1:Guecubu
    Ruined Temple 1-8 remain // 1:Grave Goods; 2:Mahga Threefingers; 3:Blessing of Thoth
    Vault of Hidden Wisdom 1-6 remain // 1:Blessing of Abadar
    Zelhara, Ezren - Peasant Tombs 2-10 remain"

    "

    Ezren wrote:

    Hand: Magical Mansion, Fire Snake, Repulsion, Khepresh of Refuge, Arcane Robes, Scarab of Khepri,

    Displayed: Mortevia Strassel, Safety Bubble, Chain Lightning (Core),
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Peasant Tombs
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's 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: Unwrapped Harmony,
    Middle of Deck (Unknown Order): Arcane Cannonade, Staff of Greater Necromancy, Channel the Gift, Spellbook, Sand Elemental, Boneshatter, Vision
    Recharged: Meteor Swarm, Create Mindscape, Samisen of Oracular Vision,
    Discard Pile: Autumn Witch,
    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.
  • "


    Human Wizard | Ezren's Deck //

    Resuming turn...

    Random Ally from discord Hearth Elemental:

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

    End of turn - Chain Lightning goes to Recovery

    Recharge Bound Imp? Arcane 8: 1d12 + 6 ⇒ (11) + 6 = 17
    Recharge Disintegrate? Arcane 16: 1d12 + 6 ⇒ (3) + 6 = 9
    Recharge Wand of Flying? Arcane 12: 1d12 + 6 ⇒ (5) + 6 = 11
    Recharge Chain Lightning? Arcane 13: 1d12 + 6 ⇒ (7) + 6 = 13

    Reset hand, revealing a spell to increase hand size to 10

    "Board Status
    Most Recent BR Refresh
    On Ezren's turn the hour is Card 3 (Blessing of the Elements, would have been Raz's hour) and then Canopic Soul is shuffled back into the hour.

    Notes for Raz: Summon and encounter Canopic Soul on Ezren's turn
    Notes for Zelhara: Moved to Peasant Tombs

    Guardian Vault 2-7 remain // 2=Frost Sling +1;
    Pleasure Barge 1-5 remain // 1:Pillar of Life;
    Seoni - SHUFFLED Sepulcher of the Servant 6, then (shuffled) 2,8-10 remain // Void Glyph; Safety Bubble is displayed here.
    6=Infernal Contract (on top)

    Raz - Volcanic Vents 1-10 remain // 1:Guecubu
    Ruined Temple 1-8 remain // 1:Grave Goods; 2:Mahga Threefingers; 3:Blessing of Thoth
    Vault of Hidden Wisdom 1-6 remain // 1:Blessing of Abadar
    Zelhara, Ezren - Peasant Tombs 2-10 remain"

    "

    Ezren wrote:

    Hand: Magical Mansion, Fire Snake, Repulsion, Vision, Khepresh of Refuge, Arcane Robes, Scarab of Khepri, Hearth Elemental, Unwrapped Harmony, Sand Elemental,

    Displayed: Mortevia Strassel, Safety Bubble,
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Peasant Tombs
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's power

    Magical Mansion gives 1d4+1 healing instead of your first exploration at Ezren's location until the start of Ezren's next turn.

    Sand Elemental: recharge to reduce global Cold/Fire dmg to 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spellbook, Boneshatter, Arcane Cannonade, Staff of Greater Necromancy, Channel the Gift
    Recharged: Meteor Swarm, Create Mindscape, Samisen of Oracular Vision, Bound Imp, Chain Lightning (Core),
    Discard Pile: Autumn Witch, Disintegrate, Wand of Flying,
    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 Gnome Combat Paladin, Tier 6, Deck Handler

    Start turn. Hour is Abadar. Explore Guecubu. Reveal Pillaging Mace. Discard top of deck:
    Combat 15: 1d8 + 6 + 1d8 + 1 + 1d6 + 2 ⇒ (2) + 6 + (4) + 1 + (6) + 2 = 21 Defeated. Mace examines next card: Canopic Wrap. Draw it.

    Discard Retriever to explore again: Mumia. Use Diplo.
    Int/Diplo 8: 1d10 + 4 ⇒ (6) + 4 = 10 Acquired. Transmog into: Evocation Staff.

    Display Life Lantern and End turn. Reset hand, recharging Canopic Wrap, discarding Evocation Staff and drawing 4.

    Raz wrote:

    Hand: Pillaging Mace, Defiant Nodachi +3, Ebon Thorn, Camel, Hatchetbird, Mighty Steed,

    Displayed: Life Lantern,
    Deck: 12 Discard: 7 Buried: 0
    Hero Points: 8
    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 ( ☑ or a weapon or an armor ) , 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 1d6+4.

    Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane

    When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

    During This Scenario:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Setup:
    After creating the blessings deck, put the villain Canopic Soul on top of it.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.
    4-6E: Trade cost for Trove of Tef-Naju is reduced by 2 cards (minimum 1)
    6-6E: You may choose a power feat and treat it as checked off during the scenario.

    Contracts displayed: 0/4

    Scenario Level (#): 7

    Turn: 9, 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:
    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:
    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:
    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:
    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.

    Barriers
    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

    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:
    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:
    Soul Stimulant
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
    Banish this card to banish a displayed card that has the Curse trait.

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

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

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

    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:
    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:
    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.

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

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 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 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 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 3 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 3 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 4 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 4 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 5 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 6 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 6 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 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 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 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 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 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 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 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 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 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 Raz/eddiephlash
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 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 14 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 14 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 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
    Canopic Soul
    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    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 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 19 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 19 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 20 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 20 Mavaro/NathanDavis
    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 21 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 21 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 22 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 22 Ezren/AbrahamZ
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Location #1: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Lightning Storm (Displayed):

    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.

    Frost Sling +1 (reloaded)
    Guardian Vault Card 1 (Frost Sling +1):
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Guardian Vault Card 2:
    Yeleth the Soulbinder
    None
    Villain B
    Type: Monster
    Traits:
    Aristocrat
    Mythic
    Undead
    Vampire
    To Defeat:
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy 33
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
    Guardian Vault Card 3:
    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.
    Guardian Vault Card 4:
    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.
    Guardian Vault Card 5:
    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.
    Guardian Vault Card 6:
    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.

    Location #2: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Pillar of Life (reloaded)
    Pleasure Barge Card 1 (Pillar of Life):
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead.
    Pleasure Barge Card 2:
    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.
    Pleasure Barge Card 3:
    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.
    Pleasure Barge Card 4:
    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.
    Pleasure Barge Card 5:
    Contract Devil
    None
    Henchman 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    OR Banish an Ally or Blessing
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Location #3: 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: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Void Glyph (shuffled), Infernal contract (reloaded)
    Sepulcher of the Servant Card 1 (Infernal Contract):
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.

    Location #4: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raz/eddiephlash,
    Volcanic Vents Card 1:
    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.
    Volcanic Vents Card 2:
    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.
    Volcanic Vents Card 3:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Volcanic Vents Card 4:
    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.
    Volcanic Vents Card 5:
    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.
    Volcanic Vents Card 6:
    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.
    Volcanic Vents Card 7:
    Lightning Storm
    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Grave Goods, Mahga Threefingers, Blessing of Thoth (all reloaded)
    Ruined Temple Card 1 (Grave Goods):
    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.

    Ruined Temple Card 2 (Mahga Threefingers):
    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.
    Ruined Temple Card 3 (Blessing of Thoth):
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    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.
    Ruined Temple Card 8:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Blessing of Abadar (reloaded)
    Vault of Hidden Wisdom Card 1 (Blessing of Abadar):
    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.
    Vault of Hidden Wisdom Card 2:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Vault of Hidden Wisdom Card 3:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Vault of Hidden Wisdom Card 4:
    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.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    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.

    Location #7: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Mavaro/NathanDavis,
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
    Peasant Tombs Card 6:
    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.
    Peasant Tombs Card 7:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Peasant Tombs Card 8:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 9:
    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.


  • Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Helpfully moved to Peasant Tombs
    Hour of Bastet

    Give card to Ezren: Hippopotamus Mud Elemental

    Hippopotamus Mud Elemental:
    Traits
    Elemental Acid

    Powers
    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.



    Move to Sepulcher of the Servant
    Free explore and encounter Infernal Contract
    Seoni's displayed Tomb Artisan.

    Perception 17: 1d10 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13
    Product Reroll
    Perception 17: 1d10 + 7 + 5 ⇒ (7) + 7 + 5 = 19 Display Infernal Contract
    Bury Canopic Conversion to close Sepulcher of the Servant

    It is no surprise that Zelhara is the first to sign the infernal contract in bloody ink.

    Zelhara wrote:

    Hand: Aegis of Recovery, Steal Soul, Crown of Infernal Majesty, Meteor Hammer +3, Master's Lash, Elemental Brass Mail,

    Displayed: Xandhul Bloodsbane III, Infernal Contract,
    Deck: 14 Discard: 1 Buried: 2
    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
    Reroll: Used
    Hero Points: 5
    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
    Notes for Ezren: Given Hippopotamus Mud Elemental

    Guardian Vault 116 remain // Displayed: Lightning Storm 1=Frost Sling +1;
    Pleasure Barge 1-5 remain // 1:Pillar of Life;
    Seoni, Zelhara - SHUFFLED Sepulcher of the Servant CLOSED
    Raz - Volcanic Vents 1-7 remain // 1:Guecubu
    Ruined Temple 1-8 remain // 1:Grave Goods; 2:Mahga Threefingers; 3:Blessing of Thoth
    Vault of Hidden Wisdom 1-6 remain // 1:Blessing of Abadar
    Ezren - Peasant Tombs 1-9 remain


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 1: Isis o’clock
    Giving Blessing of the Lady of Graves to Zelhara

    Blessing of the Lady of Graves:
    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.

    As a matter of fact, Seoni was indeed surprised that Zelhara beat her to the dotted line. But the sorcerer was a gracious loser. “Pharasma’s highest honor upon you.” There was enough power here for them all to claim.

    Moving to Ruined Temple
    Exploring Ruined Temple 1: Grave Goods

    Grave Goods:
    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.

    Displaying Sehela
    Craft 12: 1d12 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12
    Grave Goods is banished.
    Drawing Random Ally 1: Bal Themm

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

    Sehela’s treasure was guarded by a cleric of a forgotten temple. But even without any insignia, Seoni recognized the marks of a fellow priest of Pharasma.

    Discarding Bal Themm to explore Ruined Temple 2: Mahga Threefingers

    Mahga Threefingers:
    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.

    Diplomacy 8: 1d12 + 5 ⇒ (10) + 5 = 15
    Mahga Threefingers is acquired and banished. Ezren transmogrifies Mahga Threefingers into Random Ally 2: Library Curator 3: The Viper 4: Aunty 5: Basif Iosef from website Zereletan
    Zereletan:
    Ally 4
    Traits: Aberration  Naga 
    To Acquire: Charisma Diplomacy 11 OR Combat 15
    Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location.

    Bal warned her of a fearsome naga. But the mystic smiled and tapped tattoos running down three fingers, and the naga bowed in obedience.

    Discarding Zereletan to explore Ruined Temple 3: Blessing of Thoth

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

    Using Tomb Artisan
    Knowledge 6: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10
    Blessing of Thoth is acquired and banished. Ezren transmogrifies Blessing of the Ancients into Random Blessing 1: of Pharasma 2: of Isis 3: of Ra 4: of Nethys 5: of Isis from website of Anubis

    Blessing of Anubis:
    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.

    The mystic tapped a crescent tattoo. “What do you see in the moon, Zereletan?” The naga hissed. “Death… always death.”

    Recharging Skyplate Armor to move to Pleasure Barge
    Discarding Blessing of Anubis to explore Pleasure Barge 1: Pillar of Life

    Pillar of Life:
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead.

    Magic, using Tomb Artisan
    Knowledge 12: 1d8 + 5 + 4 + 1d6 ⇒ (1) + 5 + 4 + (6) = 16
    Pillar of Life is acquired and banished. Ezren transmogrifies Pillar of Life into Random Spell 1: Acute Senses 2: Ice Storm

    Ice Storm:
    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

    Seoni immediately flew back to the 2nd circle of hell. The naga was correct; the pillar of life had turned icy cold. But that still served her arcane purposes. The mystic traced an icicle tattoo and beckoned tantalizingly to Ezren. “Join me, and I can give you what you need.”

    Ending turn.
    Freed Soul: Blessing of Anubis is recharged.
    Resetting hand

    Sehela had her treasure back. And Seoni had satisfied another soul.

    Seoni wrote:

    Hand: Game of Afterlife (banish to recovery to banish displayed curse), Ice Storm, Fire Snake, Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Blessing of Abadar (discard to bless/double bless if to defeat barrier), Blessing of the All-Seeing Eye (discard to Bless; recharge if Nethys hour),

    Displayed: Varanthe the Paralyzer, Ausetitha (+/-5 after roll when Seoni plays a spell until scourged), Freed Soul, Tomb Artisan (display until scourged for +1d6 to local Knowledge/Perception/Stealth), Sehela (display until scourged for +1d6 to local Craft/Disable/Perception),
    Deck: 20 Discard: 2 Buried: 0
    Notes: Seoni will use Varanthe to evade Canopic Soul if randomly chosen.
    Ask before using: Blessing of Qi Zhong; Blessing of Abadar; Blessing of the All-Seeing Eye
    Can use without asking: Blessing for story bane/closing; blessing if would recharge; Game of Afterlife; Ausetitha; Tomb Artisan; Sehela

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8

    Summary:
    Random Spell 1 is banished.
    Random Spell 2 (Ice Storm) is acquired.
    Random Ally 1 (Bal Themm) is acquired.
    Random Allies 2-5 are banished.
    Random Ally from website Zereletan is acquired.
    Random Blessings 1-5 are banished.
    Random Blessing from website of Anubis is acquired.
    Pleasure Barge 1 is banished.
    Ruined Temple 1-3 are banished.
    Zelhara receives Blessing of the Lady of Graves.
    Seoni is at Pleasure Barge.

    Board Status:
    Most Recent BR Refresh
    Notes for Ezren: Given Hippopotamus Mud Elemental
    Notes for Raz: Scourged?
    Notes for Zelhara: Given Blessing of the Lady of Graves

    Guardian Vault 1-6 remain // Displayed: Lightning Storm 1=Frost Sling +1;
    Seoni - Pleasure Barge 2-5 remain
    Zelhara - SHUFFLED Sepulcher of the Servant CLOSED
    Raz - Volcanic Vents 1-7 remain
    Ruined Temple 4-8 remain
    Vault of Hidden Wisdom 1-6 remain // 1:Blessing of Abadar
    Ezren - Peasant Tombs 1-9 remain


    Human Wizard | Ezren's Deck //

    Off turn: receive Hippopotamus Mud Elemental (thanks!). Safety Bubble goes to Recovery when Sepulcher is closed.
    Recharge Safety Bubble? Arcane 13: 1d12 + 6 ⇒ (5) + 6 = 11

    It is the hour of Thoth

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

    Display Magical Mansion
    Ezren power: examine top of own deck: Channel the Gift. Draw it.

    Instead of Free explore, heal from Magical Mansion
    Magical Mansion healing: 1d4 + 1 ⇒ (3) + 1 = 4 All 4 cards in Discards healed

    Send Channel the Gift to search deck for Disintegrate - draw it
    Ezren power: examine top of own deck: Staff of Greater Necromancy.

    Discard Hippo Elemental to explore

    Vault of Hidden Wisdom Card 1 is 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.

    Bury Arcane Robes to Recovery to use Arcane
    Arcane 5: 1d12 + 6 ⇒ (2) + 6 = 8 Don't Transmogrify - will be handy for Infernal Contract

    Discard Unwrapped Harmony to examine top 3 of location: Infernal Contract, Venomous Heavy Crossbow +2, Burglar's Bracers - reorder as Bracers, Contract, Crossbow - then explore

    Vault of Hidden Wisdom Card 4 is Burglar's Bracers:

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

    Int 6: 1d12 + 4 ⇒ (3) + 4 = 7
    Transmogrify to Necklace of Fireballs

    Random Item 2 is 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.

    Discard Sand Elemental to explore

    Vault of Hidden Wisdom Card 2 is Infernal Contract:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Arcane 17, abadar: 3d12 + 6 ⇒ (2, 3, 11) + 6 = 22

    When Closing: Summon and defeat a random barrier.

    Random Barrier 1 is 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.

    BYA - n/a due to no other character at location

    Send Disintegrate to Recovery
    Disable 9, disintegrate: 1d4 + 3d10 ⇒ (1) + (2, 2, 10) = 15
    AYA random other open location: 1d5 ⇒ 5 Rolling Sphere shuffled into Peasant Tombs

    Scenario Power: When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck: N/A

    Vault of Hidden Wisdom is closed
    Ezren Displays Infernal Contract

    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    Knowledge 7: 1d12 + 5 ⇒ (6) + 5 = 11
    Recharge Blessing of Abadar (if I can choose (?); if not: random from discards is: Hippo

    Magical Mansion goes to Recovery when location is closed

    Send Vision to Recovery to examine Pleasure Barge: 2: Blessing of the Lady of Graves; 3: Nefti the Bard; 4: Mummified Cat; 5:
    Contract Devil.
    No triggers.

    End turn

    Recovery Phase:
    Recharge Channel The Gift? Arcane 14: 1d12 + 6 ⇒ (8) + 6 = 14
    Recharge Arcane Robes? Arcane 8: 1d12 + 6 ⇒ (2) + 6 = 8
    Recharge Disintegrate? Arcane 16: 1d12 + 6 ⇒ (4) + 6 = 10
    Recharge Magical Mansion? Arcane 10: 1d12 + 6 ⇒ (1) + 6 = 7
    Recharge Vision? Arcane 15: 1d12 + 6 ⇒ (9) + 6 = 15

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

    "Board Status
    Most Recent BR Refresh

    Notes for Raz: Scourged?
    Notes for Zelhara: Given Blessing of the Lady of Graves

    Guardian Vault 1-6 remain // Displayed: Lightning Storm 1=Frost Sling +1;
    Seoni - Pleasure Barge 2-5 remain // 2: Blessing of the Lady of Graves; 3: Nefti the Bard; 4: Mummified Cat; 5:
    Contract Devil

    Zelhara - Sepulcher of the Servant CLOSED
    Raz - Volcanic Vents 1-7 remain
    Ruined Temple 4-8 remain
    Ezren - Vault of Hidden Wisdom CLOSED
    SHUFFLED Peasant Tombs 1-9 + Rolling Sphere remain // Rolling Sphere shuffled in"

    "

    Ezren wrote:

    Hand: Fire Snake, Repulsion, Boneshatter, Chain Lightning (Core), Khepresh of Refuge, Scarab of Khepri, Necklace of Fireballs, Staff of Greater Necromancy, Spellbook, Hearth Elemental,

    Displayed: Mortevia Strassel, Infernal Contract,
    Deck: 12 Discard: 5 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Autumn Witch, Samisen of Oracular Vision, Create Mindscape, Arcane Cannonade, Wand of Flying, Meteor Swarm, Safety Bubble
    Recharged: Blessing of Abadar, Channel the Gift, Arcane Robes, Vision,
    Discard Pile: Hippopotamus Mud Elemental, Unwrapped Harmony, Sand Elemental, Disintegrate, Magical Mansion,
    Buried Pile:

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

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

  • After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([X] or put it in your hand).
  • When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
  • [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 Gnome Combat Paladin, Tier 6, Deck Handler

    Slight retcon to suffer a scourge from my Guecubu encounter.
    Scourge: 1d10 ⇒ 7: Curse of Fevered Dreams

    That does change things with my hand reset.
    Hand size: 1d4 + 1 ⇒ (4) + 1 = 5 Alright

    New hand:

    Raz wrote:

    Hand: Mountain Dog, Blessing of Shizuru, Mass Cure, Dwarven Earthbreaker +1, Mountain Pattern Armor,

    Displayed: Life Lantern,
    Deck: 13 Discard: 7 Buried: 0
    Hero Points: 8
    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

    ===========

    After her turn, Seoni can use Game of Afterlife to remove my curse.Start turn. Hour is Wadjet. Explore: Blessing of the Elements,
    Str 6: 1d8 + 4 ⇒ (7) + 4 = 11 Acquired. Transmog into: Blessing of the Lady of Graves

    Discard Mountain dog to explore: Ubashki Swarm. Reveal Earthbreaker.
    Combat 8 (10): 1d8 + 6 + 2d6 + 1 ⇒ (3) + 6 + (1, 6) + 1 = 17: Success
    Combat 8 (10): 1d8 + 6 + 2d6 + 1 ⇒ (8) + 6 + (5, 5) + 1 = 25: Success, defeated.

    Discard Shizuru to explore: Infernal Contract. Reveal Armor. Discard top of deck: Impervious Fortress Plate.
    Diplo 17: 1d10 + 4 + 1d4 + 1d6 + 2 ⇒ (10) + 4 + (4) + (2) + 2 = 22 Defeated. Displayed.

    Attempt to close. Take 1 fire damage, discarding armor.

    End turn. Reset hand, drawing 3.

    Raz wrote:

    Hand: Mass Cure, Dwarven Earthbreaker +1, Blessing of the Lady of Graves, Spellsword +2, Frost Lance +2, Blessing of the Lord in Iron,

    Displayed: Life Lantern, Infernal Contract,
    Deck: 9 Discard: 11 Buried: 0
    Hero Points: 8
    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 ( ☑ or a weapon or an armor ) , 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 1d6+4.

    Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane

    When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

    During This Scenario:

  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Setup:
    After creating the blessings deck, put the villain Canopic Soul on top of it.

    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.
    - 4-6C: For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded (Varanthe the Paralyzer, Mortevia Strassel, Xandhul Bloodsbane III) cards.
    4-6E: Trade cost for Trove of Tef-Naju is reduced by 2 cards (minimum 1)
    6-6E: You may choose a power feat and treat it as checked off during the scenario.

    Contracts displayed: 3/4

    Scenario Level (#): 7

    Turn: 13, 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:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

    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:
    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.

    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:
    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.

    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:
    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:
    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.

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

    Spoiler:
    Bottled Lightning
    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.

    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:
    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:
    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.

    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:
    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:
    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 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 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 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 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.

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

    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: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 1 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 2 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 2 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 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 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
    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 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 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 Raz/eddiephlash
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 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 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 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 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 Mavaro/NathanDavis
    Canopic Soul
    MM
    Villain 5
    Type: Monster
    Traits:
    Undead
    Incorporeal
    Sorcerer
    To Defeat:
    Combat 24
    The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
    Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
    After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    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 14 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 15 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 16 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 16 Mavaro/NathanDavis
    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 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 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 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Location #1: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Lightning Storm (Displayed):

    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.

    Frost Sling +1 (reloaded)
    Guardian Vault Card 1 (Frost Sling +1):
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Guardian Vault Card 2:
    Yeleth the Soulbinder
    None
    Villain B
    Type: Monster
    Traits:
    Aristocrat
    Mythic
    Undead
    Vampire
    To Defeat:
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy 33
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
    Guardian Vault Card 3:
    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.
    Guardian Vault Card 4:
    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.
    Guardian Vault Card 5:
    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.
    Guardian Vault Card 6:
    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.

    Location #2: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Blessing of the Lady of Graves, Nefti the Bard, Mummified Cat, Contract Devil (all known)
    Pleasure Barge Card 1 (Blessing of the Lady of Graves):
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Pleasure Barge Card 2 (Nefti the Bard):
    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.
    Pleasure Barge Card 3 (Mummified Cat):
    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.
    Pleasure Barge Card 4 (Contract Devil):
    Contract Devil
    None
    Henchman 6
    Type: Monster
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 23
    OR Banish an Ally or Blessing
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Location #3: Sepulcher of the Servant
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/NathanDavis,

    Location #4: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raz/eddiephlash,

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Ruined Temple Card 1:
    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.
    Ruined Temple Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 3:
    Rukh
    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Ruined Temple Card 4:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Ruined Temple Card 5:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Location #6: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ,

    Location #7: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
    Peasant Tombs Card 6:
    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.
    Peasant Tombs Card 7:
    Infernal Contract
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
    Peasant Tombs Card 8:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 9:
    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.


  • Female Human Sorcerer/Tattooed Mystic Deck Handler

    (On Raz’s turn)
    Recovery:
    INT 8: 1d8 + 3 ⇒ (6) + 3 = 9
    Game of Afterlife is recharged

    The rest of the party has signed the contracts. It was time for Seoni’s endgame.

    Seoni wrote:

    Hand: Ice Storm, Fire Snake, Blessing of Qi Zhong (discard to bless; recharge if WIS hour), Blessing of Abadar (discard to bless/double bless if to defeat barrier), Blessing of the All-Seeing Eye (discard to Bless; recharge if Nethys hour),

    Displayed: Varanthe the Paralyzer, Ausetitha (+/-5 after roll when Seoni plays a spell until scourged), Freed Soul, Tomb Artisan (display until scourged for +1d6 to local Knowledge/Perception/Stealth), Sehela (display until scourged for +1d6 to local Craft/Disable/Perception),
    Deck: 22 Discard: 2 Buried: 0
    Notes: Seoni will use Varanthe to evade Canopic Soul if randomly chosen.
    Ask before using: Blessing of Qi Zhong; Blessing of Abadar; Blessing of the All-Seeing Eye
    Can use without asking: Blessing for story bane/closing; blessing if would recharge; Ausetitha; Tomb Artisan; Sehela

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8


    Deck Handler Searching for: Armor 6 > Weapon 6 > Blessing 6

    Off turn: Given Blessing of the Lady of Graves

    Hour of the Elements

    Move to Guardian Vault
    Take 2 Poison Damage. Discard/Recharge Elemental Brass Mail and Crown of Infernal Majesty. Pain Taster: Draw Remove Curse, then heal Forensic Physician


    Free explore and encounter Frost Sling +1

    Dexterity 6: 1d8 ⇒ 4 Banished!

    Bury Blessing of the Lady of Graves (Seoni's) to examine, then shuffle Guardian Vault:
    Guardian Vault Card 2: Yeleth the Soulbinder (Villain!)
    Guardian Vault Card 3: Djinn Favor Amulet
    Guardian Vault Card 4: Blessing of Bastet
    Guardian Vault Card 5: Ammut
    Guardian Vault Card 6: Holy Word Trap (TRIGGER)
    No Cold, Mummy, or Undead to discard, encounter Holy Word Trap

    Divine 11: 1d10 + 5 ⇒ (4) + 5 = 9
    I've got Hero Points to burn
    Divine 11: 1d10 + 5 ⇒ (9) + 5 = 14 Banished!
    End of turn, Random Location: 1d7 ⇒ 7 Move to Peasants Tomb

    Granted enhanced forsight by Seoni, Zelhara returns to the vault, drinking up the poison like it's wine. She finds evidence of Yeleth's recent passing, but not before triggering a "Holy" Word Trap. It takes a deep reach into her godly teachings before she understands the right prayers to dismantle it.

    She returns to the tombs, revived and ready for what comes next. It's about time Seoni finds her own contract so we can get this deal done.

    Zelhara wrote:

    Hand: Aegis of Recovery, Steal Soul, Remove Curse, Meteor Hammer +3, Master's Lash, Venture-Captain,

    Displayed: Xandhul Bloodsbane III, Infernal Contract,
    Deck: 15 Discard: 0 Buried: 3
    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
    Reroll: Used
    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
    Zelhara - SHUFFLED Guardian Vault 2-5 remain // Displayed: Lightning Storm. Yeleth the Soulbinder (Villain!), Djinn Favor Amulet, Blessing of Bastet, Ammut,
    Seoni - Pleasure Barge 1-4 remain // 1: Blessing of the Lady of Graves; 2: Nefti the Bard; 3: Mummified Cat; 4:
    Contract Devil

    Sepulcher of the Servant CLOSED
    Raz - Volcanic Vents CLOSED
    Ruined Temple 1-5 remain
    Ezren - Vault of Hidden Wisdom CLOSED
    Peasant Tombs 1-9 remain


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 1: Isis o’clock
    Moving to Peasant Tombs
    Exploring Peasant Tombs 1: Poison Spiked Pit Trap

    Poison Spiked Pit Trap:
    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.

    Banishing Fire Snake to recovery.
    Peasant Tombs: Fire Snake is buried
    Arcane 8+7=15: 1d12 + 6 ⇒ (4) + 6 = 10
    Using Ausetitha for +5=15
    Poison Spiked Pit Trap is banished

    Seoni descended into the seventh circle of hell, a cramped darkness filled with violent poor souls. The tortured peasants were impaled on sickly green spikes. Seoni’s tried to illuminate the pit, but her flames were lost to the hellish darkness. A howl from Ausetitha brought the light back.

    Using Poison Spiked Pit Trap to explore Peasant Tombs 2: Sistrum of Bastet

    Sistrum of Bastet:
    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.

    Magic, using Tomb Artisan
    Knowledge 13: 1d8 + 5 + 4 + 1d6 ⇒ (8) + 5 + 4 + (4) = 21
    Sistrum of Bastet is acquired and banished. Ezren transmogrifies Sistrum of Bastet into Random Weapon 1: Glacial Hunga Munga

    Glacial Hunga Munga:
    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.

    Seoni traced a cat-shaped tattoo. The largest spike was now cool to the touch, and Seoni hefted it.

    Discarding Blessing of the All-Seeing Eye to examine Peasant Tombs 3: Sun Falcon, Peasant Tombs 4: Hollow Serpent

    Sun Falcon:
    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.

    Hollow Serpent:
    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.

    Using Blessing of the All-Seeing Eye to recharge Sun Falcon, Hollow Serpent into Peasant Tombs, then explore Peasant Tombs 5: Carpet of Flying
    Carpet of Flying:
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.

    Magic, using Sehela
    Craft 13: 1d12 + 5 + 4 + 1d6 ⇒ (9) + 5 + 4 + (5) = 23
    Carpet of Flying is acquired

    There were violent beasts above and below, but Sehela animated a carpet that carried her safely through.

    Revealing and discarding Blessing of Qi Zhong to heal Zereletan and explore Peasant Tombs 6: Blessing of Bastet

    Blessing of Bastet:
    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.

    Using Tomb Artisan
    Knowledge 6: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10
    Blessing of Bastet is acquired and banished. Ezren transmogrifies Blessing of Bastet into Random Blessing 1: of Isis 2: of Osiris

    Blessing of Osiris:
    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.

    Seoni tapped the cat-shaped tattoo again. The lord of the underworld awaited. Seoni never felt better.

    Discarding Blessing of Osiris to explore Peasant Tombs 7: Infernal Contract

    Infernal Contract:
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Burying Glacial Hunga Munga for +6, using Tomb Artisan
    Knowledge 17: 1d8 + 5 + 6 + 1d6 ⇒ (8) + 5 + 6 + (1) = 20
    Internal Contract is displayed
    Closing Peasant Tombs: Burying Blessing of Abadar
    Peasant Tombs is closed

    “So, you are ready to submit, like all the other peasants?” posed the lord of the underworld.
    The sorcerer nodded. “I’m ready.” She signed the infernal contract. Then Seoni giggled, but her echoing voice lacked any humor.

    “You silly devils. These contracts don’t matter. Your terms don’t matter. They’re just words on paper.” The mystic plunged the icy spike into the parchment, and the words began to glow blue. The letters danced around, forming new words and phrases, dancing across the page, transforming into new symbols in arcane alphabets, then forming new patterns that flowed glowed with a mystic blue light, inscrutable yet strangely familiar. On her distant throne, Yeleth shivered as she recognized the designs.

    Every tattoo on the mystic’s body was glowing, resonating exactly like the symbols on the contract. “You see now, don’t you? All those souls you’ve been binding, you’ve bound them using *ink*.”

    “And when it comes to the power of ink, nobody, nobody knows more than me.”

    Ending turn.
    Freed Soul: Recharging Blessing of the All-Seeing Eye
    Resetting hand

    The freed peasants gave their power to Seoni.

    Seoni wrote:

    Hand: Gravewatcher Chain Mail (recharge to bless if Pharasma blessing/local Undead), Ice Storm, Carpet of Flying, Pearl of Magic, Life Leech, Zereletan,

    Displayed: Varanthe the Paralyzer, Ausetitha (+/-5 after roll when Seoni plays a spell until scourged), Freed Soul, Tomb Artisan (display until scourged for +1d6 to local Knowledge/Perception/Stealth), Sehela (display until scourged for +1d6 to local Craft/Disable/Perception), Infernal Contract,
    Deck: 20 Discard: 3 Buried: 3
    Notes: Seoni will use Carpet of Flying to evade Canopic Soul if randomly chosen.
    Ask before using: Gravewatcher Chain Mail; Carpet of Flying
    Can use without asking: Gravewatcher Chain Mail for villain; Ausetitha; Tomb Artisan; Sehela

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [X] +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).
    [X] You may bury a card to add its adventure deck number to your check.

    Hero points: 8

    Summary:
    Random Weapon 1 (Glacial Hunga Munga) is acquired.
    Random Blessing 1 is banished.
    Random Blessing 2 (of Osiris) is acquired.
    Peasant Tombs 1, 2, 6, 7 are banished.
    Peasant Tombs 5 is acquired.
    Seoni is at Peasant Tombs.

    Board Status:
    Most Recent BR Refresh
    SHUFFLED Guardian Vault 2-5 remain // Displayed: Lightning Storm. Yeleth the Soulbinder (Villain!), Djinn Favor Amulet, Blessing of Bastet, Ammut,
    Pleasure Barge 1-4 remain // 1: Blessing of the Lady of Graves; 2: Nefti the Bard; 3: Mummified Cat; 4:
    Contract Devil

    Sepulcher of the Servant CLOSED
    Raz - Volcanic Vents CLOSED
    Ruined Temple 1-5 remain
    Ezren - Vault of Hidden Wisdom CLOSED
    Zelhara, Seoni - Peasant Tombs CLOSED


    Human Wizard | Ezren's Deck //

    It is the hour of Ancients

    Move: Pleasure Barge
    Location Power: If you fail to acquire an ally, you are dealt 1d4 Poison damage.

    Free explore:

    Pleasure Barge Card 1 is 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.

    Send Fire Snake to Recovery
    Arcane 10: 1d12 + 6 ⇒ (7) + 6 = 13
    Examine top of own deck: Samisen

    End turn

    Recovery Phase:
    Recharge Fire Snake? Arcane 8: 1d12 + 6 ⇒ (1) + 6 = 7

    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, discarding Scarb and Hearth

    Start of Raz's turn: recharge Samisen to examine top 3 cards of Ruined Temple: 1: Quickdraw Shield; 2: Blessing of the Elements; 3: Rukh

    "Board Status
    Most Recent BR Refresh
    SHUFFLED Guardian Vault 2-5 remain // Displayed: Lightning Storm. Yeleth the Soulbinder (Villain!), Djinn Favor Amulet, Blessing of Bastet, Ammut,
    Ezren - Pleasure Barge 2-4 remain // 2: Nefti the Bard; 3: Mummified Cat; 4:
    Contract Devil

    Sepulcher of the Servant CLOSED
    Raz - Volcanic Vents CLOSED
    Ruined Temple 1-5 remain // 1: Quickdraw Shield; 2: Blessing of the Elements; 3: Rukh
    Vault of Hidden Wisdom CLOSED
    Zelhara, Seoni - Peasant Tombs CLOSED"

    "

    Ezren wrote:

    Hand: Repulsion, Boneshatter, Chain Lightning (Core), Khepresh of Refuge, Necklace of Fireballs, Staff of Greater Necromancy, Spellbook, Autumn Witch, Blessing of the Lady of Graves,

    Displayed: Mortevia Strassel, Infernal Contract,
    Deck: 11 Discard: 8 Buried: 0
    Current Location: Pleasure Barge
    Hero Points: 3
    Paizo merch reroll: Available
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Reminder: local Arcane combat checks get +3 from Ezren's power

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Meteor Swarm, Safety Bubble, Wand of Flying, Bound Imp, Create Mindscape, Arcane Cannonade
    Recharged: Blessing of Abadar, Channel the Gift, Arcane Robes, Vision, Samisen of Oracular Vision,
    Discard Pile: Hippopotamus Mud Elemental, Unwrapped Harmony, Sand Elemental, Disintegrate, Magical Mansion, Fire Snake, Scarab of Khepri, Hearth Elemental,
    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 Gnome Combat Paladin, Tier 6, Deck Handler

    Start turn. Hour is Thoth. Move to Ruined Temple. Explore: Quickdraw Shield.
    Fort/Diplo 10: 1d10 + 4 ⇒ (5) + 4 = 9 Banished

    End turn. Ready to close with Lord in Iron and double bless with Lady of graves.

    Raz wrote:

    Hand: Mass Cure, Dwarven Earthbreaker +1, Blessing of the Lady of Graves, Spellsword +2, Frost Lance +2, Blessing of the Lord in Iron,

    Displayed: Life Lantern, Infernal Contract,
    Deck: 9 Discard: 11 Buried: 0
    Hero Points: 8
    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 ( ☑ or a weapon or an armor ) , 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] [] []

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