
BR skizzerz |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor (proxy with Defensive Stance).
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
Scourge Table
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.
Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
- When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
- You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
- Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
- At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
Liberty's Edge Favor
Favor 1
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Bonecrusher Master (Villain)
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Gnoll Slaver (Henchman)
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Catching Cape (Armor B)
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 on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Djinn Favor Amulet (Item 1)
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 recharge a random card from your discard pile.
Fiery Glare (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Fire Kukri +1 (Weapon 1)
Weapon 1
Traits: Knife Melee Slashing Fire Magic Elite Finesse
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Tomb Raider (Ally B) x2
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
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.
Monster 2
Monster C
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster 3
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Barrier 1
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
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. First choose allies to discard as your damage, if you have any.
Barrier 3
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 4
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 5
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 defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon 1
Weapon P
Traits: Axe Book Ranged Bludgeoning Magic Arcane
To Acquire: CharismaMelee 13
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon 2
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 3
Weapon C
Traits: Accessory Melee Piercing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon 4
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 5
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 5
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 2
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 also play another armor on this check.
Armor 3
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 4
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 5
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Item 1
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 2
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 5
Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Ally 1
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally 2
Ally C
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally 4
Ally C
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
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 check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 5
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.
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane
Scourge B
Traits: Curse Undead
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
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.
Falsin Deek offers items. Cost: 2 boons.
The Ghoul Market offers armors. Cost: 2 boons.
The Sunburst Market lets you choose a non-loot boon with the Basic trait from the box. Cost: 1 boon.
Turn: 10 Raz/eddiephlash
Top of Blessing Discard Pile:
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, 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.
Blessings Remaining: 20
Blessings Deck
Blessings Deck Card 11 - Turn 11 Erasmus/Yiroep
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 12 - Turn 12 Qualzar/Paladin of Baha-who?
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.
Blessings Deck Card 13 - Turn 13 Grazzle/Bigguyinblack
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, 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.
Blessings Deck Card 14 - Turn 14 Aric/勝20100
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 check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 15 - Turn 15 Mogmurch/khazkhaz
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 or 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.
Blessings Deck Card 16 - Turn 16 Raz/eddiephlash
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.
Blessings Deck Card 17 - Turn 17 Erasmus/Yiroep
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, 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.
Blessings Deck Card 18 - Turn 18 Qualzar/Paladin of Baha-who?
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Blessings Deck Card 19 - Turn 19 Grazzle/Bigguyinblack
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 20 - Turn 20 Aric/勝20100
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Blessings Deck Card 21 - Turn 21 Mogmurch/khazkhaz
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.
Blessings Deck Card 22 - Turn 22 Raz/eddiephlash
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 23 - Turn 23 Erasmus/Yiroep
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, 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.
Blessings Deck Card 24 - Turn 24 Qualzar/Paladin of Baha-who?
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Grazzle/Bigguyinblack
Blessing C
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Aric/勝20100
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.
Blessings Deck Card 27 - Turn 27 Mogmurch/khazkhaz
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.
Blessings Deck Card 28 - Turn 28 Raz/eddiephlash
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.
Blessings Deck Card 29 - Turn 29 Erasmus/Yiroep
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.
Blessings Deck Card 30 - Turn 30 Qualzar/Paladin of Baha-who?
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, 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.
Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/Paladin of Baha-who?
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/Bigguyinblack
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 at either 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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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 from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, 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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor C
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lightning Storm
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.
Weapon C
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier C
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check 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 an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Yiroep, Mogmurch/khazkhaz
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits: Blowgun Ranged Poison Alchemical Elite
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally C
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Red Raven/勝20100
Spell C
Traits: Magic Arcane Divine Attack Fire Basic
To Acquire: Intelligence Arcane Wisdom Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Trigger Bonecrusher Basic
To Defeat: Combat 9 THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 the check, you may discard this card to reroll the dice; take the new result.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash
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 of 8 plus the scenario's adventure deck number; otherwise, 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 is moved to a random other location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Club Melee Bludgeoning Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item B
Traits: Liquid Poison Alchemical Basic
To Acquire: Intelligence Knowledge Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier P
Traits: Trap Curse Magic Trigger
To Defeat: Dexterity Charisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item C
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Raz the Noble |

Thanks to Grazzle for the full heal!
Raz heads to the brickworks as the Ancients shine upon her.
Move to Brickworks, explore card 1: Bolas. Use diplomacy, and reveal o-yoroi
Dex 5: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Nice!
Discard botsamurai to explore card 2: Embalmer. Reveal o-yoroi to add 1, and discard top card (Kikko Armor) to add 1d6.
Diplomacy 5: 1d10 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + (3) = 9 yep!
Discard embalmer to explore card 3: Returning Throwing Axe +1. It would be nice to pick up a Weapon 1, so ask Mogmurch for a blessing, use diplomacy, reveal o-yoroi, and discard top card: Heavy Pick.
Dex 8: 2d10 + 2 + 1 + 1d6 ⇒ (1, 2) + 2 + 1 + (5) = 11 Wow, bad d10 rolls, and still nabbed it!
Reset hand, discarding Bolas and Returning Throwing Axe, end turn. No combats, so examine top card: Skeletal Jackal
Hand (Size 4): Naginata, Djinn Favor Amulet , Fireproof O-Yoroi, BotSamurai 2
Deck: 9 Discard: 5 Buried: 0
Notes: Feel free to use botSamurai to add a die
Melee: Strength + 2
Dexterity d8
Constitution d6
Intelligence d4
Wisdom d6
Divine: Wisdom + 1
Charisma d10
Diplomacy: Charisma +2
Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
Favored Card: Ally

Mogmurch / khazkhaz |

Out of turn hand update
Hand: Tomb Raider, Potion of Beast Skin, Burning Snot, Potion of Fortitude,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: My power lets me discard a card to add 1d6+1 and the Fire trait to a combat check at my location, 1d6 if the card is Alchemical. You may use these from my hand: none at the moment
Sideboard cards:
Dexterity d10+1
Dexterity: Ranged +2
Constitution d8
Intelligence d8
Craft: Intelligence +3
Wisdom d4
Charisma d8
Favored Card: Blessing
Hand Size 5
Proficient with: Light Armours
Powers:
You may discard a card to add 1d6+1 and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Erasmus~ |

Erasmus looks at his spells for the day and says "Nah," deciding to recharge both of them. Erasmus gets +2 to all checks for the turn.
Warehouse Card 1: Explore
He starts off exploring, finding an Osirion History Guide.
Wisdom 3: 1d8 + 2 ⇒ (2) + 2 = 4 - Success
He acquires the guide.
Warehouse Card 2: Explore
He discards his Blessing of the Gods to continue. It's a Scroll of Thoth, an Item 1! He recharges his Osirion History Guide he just got to try to acquire it.
Wisdom 7: 2d8 + 2 ⇒ (5, 1) + 2 = 8 - Success
Having completed his turn, he examines the top card of the location deck.
Warehouse Card 3: Examine and Encounter
He finds a Gnoll Slaver, the henchman and a TRIGGER card. He has to recharge an ally, but shrugs his shoulders as he doesn't have one. He recharges his Blowgun to really try to get him.
Combat 13: 1d8 + 1d4 + 1 + 1 + 2 + 1d4 + 1d6 ⇒ (1) + (1) + 1 + 1 + 2 + (2) + (3) = 11
He buries the Scroll of Thoth to reroll the d8 (Using Dilapidated Plaza rules) He also buried his Sword Cane with his own power to add 1d4.
Combat 13: 1d8 + 1d4 + 10 ⇒ (2) + (2) + 10 = 14 - Success, and my those rolls are awful!
Warehouse Closing
With much turmoil, he gets the ready to close. Now he actually has to close it...
Disable 5: 1d8 + 1d4 + 1 + 1 + 2 ⇒ (7) + (4) + 1 + 1 + 2 = 15 - and now it gives me a good roll...
Warehouse Closed
Warehouse Closing Condition
He draws a Weapon from the box. It's a Sistrum of Bastet. At a 13, there's no way in the world he is going to acquire this weapon.
Charisma 13: 1d8 + 2 ⇒ (1) + 2 = 3 - Failure
He ends his turn...
Hand: Clockwork Spy, Planchette, Blessing of the Spy 1, Fan of Flames, Blessing of the Ancients,
Displayed: Spirit Relatives,
Deck: 9 Discard: 1 Buried: 2
Notes: Blessing of the Ancients
Sideboard cards:

Erasmus~ |

Don't know if I need to roll the End-Of-Turn check for doing a combat. I technically examined the top of the location deck because of the end of turn effect and THEN had a combat because of it. So... dunno, but either way with 1d8+1d4+1+1+2 this turn he taps the Stealth check.

BR skizzerz |

If the end of turn examine requires you to perform a Combat check, you do not repeat that Scenario end of turn power (it already happened), and therefore are not at risk for taking Ranged Combat damage. I have it broken up on the cards itself to reduce verbosity in the spoilers, but for weird timing questions it's always best to refer back to the original power.
Also, "summon and acquire" in a When Permanently Closed box means you just automatically get the card; no check needed. So you do indeed have a Sistrum of Bastet. The reason it says "summon and acquire" is because summoned cards always go back into the box unless the card that summoned it specifies otherwise, and the "and acquire" is the "specifies otherwise" needed to get you to keep it. The only time "summon and acquire" means you need to perform the check to acquire is if that text is found in a When Closing block.
The powers block for Sistrum of Bastet from the card database looks super wrong and makes no sense. Here's the proper text:
Weapon P
Traits: Staff Instrument Melee Bludgeoning Magic
To Acquire: Charisma Melee 13
For your combat check, reveal 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.

Qualzar |

Thanks for the healing!
Qualzar heads for the brickworks, not liking the looks of the lightning in the sky above.
First place he goes in the brickworks is the main office, only to find a pair of bolas laying across the desk. "Why is this here... Perhaps gnolls?" He gives the weapon a swing to try to see if he can use it.
Dexterity 5: 1d6 ⇒ 3 "Bah, this is not for me."
He calls his friendly neighborhood Tengu assassin, who takes the bolas off his hands to free him up to explore further. Discarding Jinx Eater to explore.
"Hey, what are you up to?" he asks a strange looking man hanging around the brickworks. A few minutes of conversation with the man, who turns out to be an embalmer, ensue.
Charisma 5: 1d10 + 1 ⇒ (4) + 1 = 5
They part ways friends, with the embalmer letting him know to call on him again if needed. Discarding Embalmer to explore.
Qualzar trips over the handle of an axe embedded in the floor. "Who left that there?" Auto-fail that check. Not interested in using another card to get this one.
Discarding leather armor at the end of the turn.
Examining top card of location: Skeletal Jackal.
Hand: Fiery Glare, Codex, Lightning Touch, Sage, Catching Cape, Black Spot,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Feel free to use Black Spot to reduce combat checks by 2.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d4 [ ] +1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

Grazzle the Grubmaster |

Grazzle does some healing.
Discard 3 cards to Heal Red Raven, Mogmurch, and Raz the Noble for 2 each. Crocodile Skin Armor, Blessing of the Gods, Cure 2
He then peeks through some glass and sees a Hyena. It spots him and attacks dealing 2 dmg. Discarding Fire Snake and Blessing of the Spellbound 2 to dmg.
Combat 9 using and recharging Viper Strike: 1d8 + 4 + 2d4 ⇒ (8) + 4 + (4, 1) = 17
A random monster gets shuffled into this location.
Grazzle rests.
Charisma 6 revealing Binder's Tome: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (1) = 4
ranged combat dmg: 1d4 - 1 ⇒ (3) - 1 = 2
Rolled too low on the eot check, Rolled too high on dmg. Grazzle discards his last 2 cards, Draws up to 6 cards with only 5 in his deck, And dies. I probably should have used a blessing on the end of turn check but had already rolled when it occurred to me. If someone has something they can do to stop my death then great. If not then my apologies, And I wish you good luck.

The Red Raven - 勝20100 |

The Red Raven nods to Grazzle.
Macro’s not working so random healing
Random Healing 1: 1d3 ⇒ 2 > Blessing of the Spy
Random Healing 3: 1d2 ⇒ 2 > Fire Kukri +1

Aric - 勝20100 |

Aric gets out of the toilet, pretending he had a nasty meal the previous day.
Going back to Aric as I have the mask in case of fighting and I want a way to do multiple exploration. Exchanging Patrician’s Armor for Metamorph.
Exploring.
Aric founds a scroll in a tube and tries to decipher it.
Intelligence 5: 1d8 ⇒ 2
The scroll fades under his eyes.
discarding Metamorph to explore, crocodile armor.
Constitution 5: 1d6 ⇒ 5
Aric meets a merchant and spends a long time bargenning for a nice Crocodile Skin Lamellar.
End of turn, no combat so examining card. A trap with a trigger. Revealing flawless monocle for 1d4 on perception
Malfunctionning Deathtrap Trigger Perception 4: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (1) = 7 > auto succeed
Drawing back to full
Aric easily spots a trap, thinking his alter ego should be able to bypass it easily.
Hand (Size 6): Lookout (Ally), Mask of the Red Raven (Item), Crocodile Skin Lamellar (Armor), Kama (Weapon), Flawless Monocle (Item), Psychic Detective (Ally)
Displayed: Gambeson
Deck: 8 Discard: 2 Buried: 0
Notes:
Kit: Patrician’s Armor (Armor), Magnifying Glass (Item), Punching Dagger (Weapon)
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3
Powers
Hand Size 6
Proficient with: None
At the start of your turn, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
Favored Card: None
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4
Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.
Favored Card: None

Erasmus~ |

I have had multiple boxrunners tell me that "Summon and Acquire" specifically means you have to acquire it, because a lot of other cards are worded "Draw this card..." or such. I will take your ruling but there is basis for me thinking another way. ;)
Grazzle: If you had one card in hand, you can bury a card to reroll one die due to Dilapidated Plaza. Dunno if it's enough to save you.
Hand Update:
Hand: Clockwork Spy, Planchette, Blessing of the Spy 1, Fan of Flames, Sistrum of Bastet,
Displayed: Spirit Relatives,
Deck: 10 Discard: 1 Buried: 2
Notes: Blessing of the Ancients
Sideboard cards:

Grazzle the Grubmaster |

Ah a reroll after the fact. I could bury Blessing of the Spellbound 1. If it turned the fail into a success I would have 1 card in hand and draw the rest of my deck. But still be alive. Up to BR skizzerz if I can retcon that part of my turn. Let's see if it would have mattered.
rerolling the d8 on the eot check: 1d8 ⇒ 1
Sometimes the dice just want you dead.

Mogmurch / khazkhaz |

Out of turn, healing
Mogmurch feels the familiar tingle of Grazzle's healing magic.
Blessing of the Gobs and Fiery Glare shuffled into deck.
It is the hour of Ra.
Mogmurch finds the Warehouse empty so he decides to move to the Quarry. Mogmurch explores the surroundings and finds a Poisoned Sand Tube.
Ranged 6: 1d10 + 3 ⇒ (9) + 3 = 12
Mogmurch puts the Weapon in his bag.
Mogmurch's curiosity is piqued so he decides to explore some more. He sends the Tomb Raider ahead.
Discarded.
The Tomb Raider brings back a Scorpion Whip. Mogmurch has no idea how to use it and casts it aside.
Not acquired.
Mogmurch is exhausted and sits down to rest, looking ahead for trouble.
End of turn, didn't attempt combat, examining top card of Quarry, triggering it.
Mogmurch sees an Acid Mantis. The Acid Mantis spots Mogmurch as well and rushes to attack. It strikes first with its Acid secretions.
Acid damage: 1d4 ⇒ 2
Discarding Potion of Beast Skin and Poisoned Sand Tube for damage.
Mogmurch strikes back with his Burning Snot.
Using Erasmus' Blessing.
Combat 9: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10
The Acid Mantis is defeated.
Arcane Recharge 7: 1d8 + 3 ⇒ (6) + 3 = 9
Hand: Immolate, Fiery Glare, Torch, Potion of Healing, Potion of Fortitude,
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: My power lets me discard a card to add 1d6+1 and the Fire trait to a combat check at my location, 1d6 if the card is Alchemical. You may use these from my hand: none at the moment
Sideboard cards:
Dexterity d10+1
Dexterity: Ranged +2
Constitution d8
Intelligence d8
Craft: Intelligence +3
Wisdom d4
Charisma d8
Favored Card: Blessing
Hand Size 5
Proficient with: Light Armours
Powers:
You may discard a card to add 1d6+1 and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Mogmurch / khazkhaz |

Out of turn
Mogmurch uses Potion of Healing on himself.
Banished.
Heal: 1d4 ⇒ 3
Shuffling Potion of Beast Skin, Blessing of the Gobs, and Sling Staff into my deck.
Drawing a random item with Alchemical trait from the box due to Mogmurch's power. It's a Bladeguard. Recharging it.
Hand: Immolate, Fiery Glare, Torch, Potion of Healing, Potion of Fortitude,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: My power lets me discard a card to add 1d6+1 and the Fire trait to a combat check at my location, 1d6 if the card is Alchemical. You may use these from my hand: none at the moment
Sideboard cards:
Dexterity d10+1
Dexterity: Ranged +2
Constitution d8
Intelligence d8
Craft: Intelligence +3
Wisdom d4
Charisma d8
Favored Card: Blessing
Hand Size 5
Proficient with: Light Armours
Powers:
You may discard a card to add 1d6+1 and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Qualzar |

Dammit. Ok, gotta re-create my hand and start over.
Hand: Fiery Glare, Codex, Jinx Eater, Leather Armor, Catching Cape, Black Spot,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Feel free to use Black Spot to reduce combat checks by 2.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d4 [ ] +1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Qualzar heads for the brickworks, not liking the looks of the lightning in the sky above. The bursts of illumination reveal a skeletal jackal attacking from the shadows! He blasts a fiery glare at the undead beast.
arcane 8: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (4, 3) = 16
Burying leather armor to reroll a die. 1d10 ⇒ 10 Crap! Guess that triggers a monster to be shuffled in. OK, I don't know what to do here. Some monsters have already been shuffled in. I don't know what I should roll to determine which one is shuffled, or what to do with the location when I have that done. Pausing my turn now until I get guidance on this from the BR.
Edit: I might as well try to recharge the spell.arcane 10: 1d10 + 3 ⇒ (4) + 3 = 7

The Red Raven - 勝20100 |

Changing to Red Raven
The Red Raven tries to avoid a trap while sneaking past a gnoll.
Card 3: Stealth 5: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5 just what is needed
Discarding Psychic Detective to look at top card. A Gnoll Slaver. Recharging Flawless Monocle to avoid the Trigger then exploring.
The Red Raven bypass the trap. At a corner he uses his monocle as a mirror, managing to see an angry gnoll looking for trouble. He jumps at his enemy from the darkness with a grin on his face and whispering “This is for Grazzle“.
Recharging Lookout as per henchman card, and using kama. Using Qualzar’s Black Spot to reduce difficulty by 2 to have very good chance of nailing it
Card 4: Combat 10−2=8: 1d10 + 1 + 3 + 1d6 ⇒ (1) + 1 + 3 + (5) = 10
The Red Raven slices the throat of the Gnoll weakened by Qualsar’s spell.
Using Raz’s botSamurai for an extra die to have more than a 50% chance to close
Closing: Wisdom 5: 2d8 ⇒ (3, 7) = 10
The Red Raven looks left and rights and believe the Catacombs to be of no more interest.
A badly mistreated Fire Gecko, thankful for the death of the Gnoll, starts to follow him around.
Drawing Fire Gecko as per location
End of turn after combat check: Stealth 6: 1d10 + 1 + 2 ⇒ (9) + 1 + 2 = 12
The Red Raven goes back to the darkness, ready to leave the closed Catacombs.
Hand (Size 4): Fire Gecko (Ally), Mask of the Red Raven (Item), Crocodile Skin Lamellar (Armor), Kama (Weapon)
Displayed: Gambeson
Deck: 10 Discard: 3 Buried: 0
Notes:
Kit: Patrician’s Armor (Armor), Magnifying Glass (Item), Punching Dagger (Weapon)
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4
Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.
Favored Card: None
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3
Powers
Hand Size 6
Proficient with: None
At the start of your turn, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
Favored Card: None

Erasmus~ |

^ Err, was it your turn yet? ;)
(Also, more clarifications... hand update...)
Hand: Clockwork Spy, Planchette, Blessing of the Spy 1, Fan of Flames, Blessing of the Ancients,
Displayed: Spirit Relatives,
Deck: 9 Discard: 1 Buried: 2
Notes: Blessing of the Ancients
Sideboard cards:

BR skizzerz |

Sorry about the hiatus; Sundays are super busy for me so I generally don't have the time to post scenario updates or read through things very thoroughly.
Regarding Warehouse: I was wrong above, and the "summon and acquire" does indeed mean you have to roll a check. Already corrected with Yiroep in Discord, but posting here for posterity.
Regarding death: :'(. I'll get your chronicle sheet to you later today. Nobody here has die bumps to bring you back. Whether you want to continue with a new character, or if you decide to drop out of the table, let me know in the Discussion thread. If you decide to start with a new character, it'll start at the beginning of tier 1 (no feats, only Basic cards), but if you make the decision before the party finishes this scenario you'll be able to grab a Deck Upgrade for this scenario for the new character.
Regarding shuffling random cards into locations: Go to the Random Cards spoilers, grab the first one in the list that wasn't already used by someone else, and let people know which one you're grabbing so they don't try to grab the same thing. e.g. if someone else previously used Monster 1, you'd say something like "A random monster is shuffled into Brickworks: Monster 2 Quicksand Bunyip". If you have to grab a random card and the spoiler runs out of them, you'll have to wait for me to generate some more cards for you.
If a deck has been shuffled and you want to continue exploring it, roll a die to see which card you encounter each time you explore or examine. For example, if you encounter card 1 and banish it, but then shuffle in a random monster, and there are 7 cards total in the location, roll 1d7. A result of 1 is the monster you just shuffled in, whereas any other result is whatever card number you rolled. Another example is you explored and banished/acquired cards 1 and 2, and then the location of 6 cards was shuffled; in that case, roll 1d6+2 and encounter that card (1d6+2 gives you a result of 3-8 to correspond to the remaining cards in the location deck).
I've shuffled random monsters into Brickworks and Glass Pavilion, and Qualzar can now continue his turn re-do. After that is finished, it is Raz's turn. The Aric/Red Raven turn above was out of sequence and is nullified. Scenario update to follow momentarily.

BR skizzerz |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor (proxy with Defensive Stance).
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
Scourge Table
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.
Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
- When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
- You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
- Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
- At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
Liberty's Edge Favor
Favor 1
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Bonecrusher Master (Villain)
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Gnoll Slaver (Henchman)
Henchman 1
Type: Monster
Traits: Gnoll [b]Trigger[/b]
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Bolas (Weapon B)
Weapon C
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Catching Cape (Armor B)
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 on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Crocodile Skin Lamellar (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Djinn Favor Amulet (Item 1)
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 recharge a random card from your discard pile.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Fiery Glare (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Fire Kukri +1 (Weapon 1)
Weapon 1
Traits: Knife Melee Slashing Fire Magic Elite Finesse
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Osirion History Guide (Item B)
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Poisoned Sand Tube (Weapon B)
Weapon B
Traits: Blowgun Ranged Poison Alchemical Elite
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Returning Throwing Axe +1 (Weapon 1)
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.
Scroll of Thoth (Item 1)
Item 1
Traits: [b]Trigger[/b] 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 acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Tomb Raider (Ally B) x2
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster 2
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 3
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 4
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 5
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.
Barrier 1
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
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. First choose allies to discard as your damage, if you have any.
Barrier 3
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 4
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 5
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 defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon 1
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 2
Weapon C
Traits: Accessory Melee Piercing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon 3
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 4
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 5
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 2
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 also play another armor on this check.
Armor 3
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 4
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 5
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Item 1
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 2
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 5
Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Ally 1
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally 2
Ally C
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally 4
Ally C
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
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 check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 5
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.
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane
Scourge B
Traits: Curse Undead
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
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.
Falsin Deek offers items. Cost: 2 boons.
The Ghoul Market offers armors. Cost: 2 boons.
The Sunburst Market lets you choose a non-loot boon with the Basic trait from the box. Cost: 1 boon.
Turn: 16 Raz/eddiephlash
Top of Blessing Discard Pile:
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.
Blessings Remaining: 14
Blessings Deck
Blessings Deck Card 17 - Turn 17 Erasmus/Yiroep
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, 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.
Blessings Deck Card 18 - Turn 18 Qualzar/Paladin of Baha-who?
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Blessings Deck Card 19 - Turn 19 Aric/勝20100
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 20 - Turn 20 Mogmurch/khazkhaz
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Blessings Deck Card 21 - Turn 21 Raz/eddiephlash
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.
Blessings Deck Card 22 - Turn 22 Erasmus/Yiroep
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 23 - Turn 23 Qualzar/Paladin of Baha-who?
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, 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.
Blessings Deck Card 24 - Turn 24 Aric/勝20100
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Mogmurch/khazkhaz
Blessing C
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Raz/eddiephlash
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.
Blessings Deck Card 27 - Turn 27 Erasmus/Yiroep
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.
Blessings Deck Card 28 - Turn 28 Qualzar/Paladin of Baha-who?
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.
Blessings Deck Card 29 - Turn 29 Aric/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mogmurch/khazkhaz
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, 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.
Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Henchman 1
Type: Monster
Traits: Gnoll [b]Trigger[/b]
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 at either 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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: [b]Trigger[/b] Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: [b]Trigger[/b] Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier B
Traits: [b]Trigger[/b] Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, 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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: [b]Trigger[/b] Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor C
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Qualzar/Paladin of Baha-who?, Raz/eddiephlash, Lightning Storm
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.
Monster C
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier C
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check 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 an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll [b]Trigger[/b]
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Yiroep
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mogmurch/khazkhaz
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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally C
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: [b]Trigger[/b] Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll [b]Trigger[/b]
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/勝20100
Henchman 1
Type: Monster
Traits: Gnoll [b]Trigger[/b]
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: [b]Trigger[/b] Bonecrusher Basic
To Defeat: Combat 9 THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: [b]Trigger[/b] Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 the check, you may discard this card to reroll the dice; take the new result.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 1
Traits: [b]Trigger[/b] Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, 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 is moved to a random other location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Club Melee Bludgeoning Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item B
Traits: Liquid Poison Alchemical Basic
To Acquire: Intelligence Knowledge Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier P
Traits: Trap Curse Magic [b]Trigger[/b]
To Defeat: Dexterity Charisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item C
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Qualzar |

Thanks, BR Skizzerz. As previously mentioned, this is my first time playing ACG via play-by-post, as well as my first time in organized play.
Qualzar feels his dramatic display of firepower in defeating the undead jackal may have drawn attention to himself. He calls his friendly neighborhood Tengu assassin and asks for help in exploring the brickworks. Discarding Jinx Eater to explore.
As he feared, he encounters a Blasphemous Priest. Knowing his innate spells are mental, and having no other options, he tries to call down a curse of the sea on it.
Using Black Spot to reduce combat difficulty to 8. Currently have 2 dice, one from Jinx eater. Going to use Blessing of the Ancients from Erasmus to add another.
combat 8: 3d6 ⇒ (1, 3, 3) = 7 Damn. Alright, burying Catching cape to reroll the 1. 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 Success.
Arcane 6 to recharge Black spot: 1d10 + 3 ⇒ (5) + 3 = 8 Recharged.
Charisma 6 to avoid damage: 1d10 + 1 ⇒ (5) + 1 = 6
Hand: Blast stone, Codex, Lightning Touch, Sage, Crow, Blessing of the Gods 3,
Displayed:
Deck: 7 Discard: 2 Buried: 2
Notes:
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d4 [ ] +1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

Raz the Noble |

Start of turn, blessing is Elements. Lightning storm at my location.
storm: 1d4 ⇒ 2 Take 2 Lightning damage, Recharge Djinn Favor Amulet, as well as random card: Heavy Pick
Random Location: 1d8 ⇒ 3 Lightning storm moves to Stonework Passages
"Good thing I picked up that amulet, this storm is nasty! At least its cleared out from here for now."
Explore top card, card 2: Alchemical Gas. Discard top card: Retriever, so recharge instead.
Int 7: 1d4 + 1d6 ⇒ (1) + (5) = 6 Boo Display Alchemical Gas next to brickworks
Discard bots to explore card 3: Lightning Storm again! Display another Lightning Storm next to Brickworks.
As Raz was cheering that the storm was clearing up, she bumped into an urn that broke, releasing some sort of gas. She tries to escape the room, but as she is about to leave, another crash of lightning strikes. "I thought the storm was gone? Who's gods did I piss off this time?"
Well, that was a mess. Reset hand, end turn. Examine top card: Nefti the Bard . Finally something friendly. Sorry Qualzar for having to take on two displayed barriers next turn.
Hand (Size 4): Naginata, Fireproof O-Yoroi, BotGods, Riding Horse 2
Deck: 12 Discard: 3 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you.Naginata:For your combat check, reveal this card to use your Strength or Melee skill + 2d8. If proficient with weapons, you may additionally discard this card to add another 2d4. After the roll, remove any d8; take the new result
Melee: Strength + 2
Dexterity d8
Constitution d6
Intelligence d4
Wisdom d6
Divine: Wisdom + 1
Charisma d10
Diplomacy: Charisma +2
Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
Favored Card: Ally

BR skizzerz |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor (proxy with Defensive Stance).
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
Scourge Table
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.
Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
- When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
- You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
- Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
- At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
Liberty's Edge Favor
Favor 1
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Bonecrusher Master (Villain)
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Gnoll Slaver (Henchman)
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Bolas (Weapon B)
Weapon C
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Catching Cape (Armor B)
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 on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Crocodile Skin Lamellar (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Djinn Favor Amulet (Item 1)
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 recharge a random card from your discard pile.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Fiery Glare (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Fire Kukri +1 (Weapon 1)
Weapon 1
Traits: Knife Melee Slashing Fire Magic Elite Finesse
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Osirion History Guide (Item B)
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Poisoned Sand Tube (Weapon B)
Weapon B
Traits: Blowgun Ranged Poison Alchemical Elite
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Returning Throwing Axe +1 (Weapon 1)
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.
Scroll of Thoth (Item 1)
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 acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Tomb Raider (Ally B) x2
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster 2
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 3
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 4
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 5
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.
Barrier 1
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
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. First choose allies to discard as your damage, if you have any.
Barrier 3
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 4
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 5
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 defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon 1
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 2
Weapon C
Traits: Accessory Melee Piercing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon 3
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 4
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 5
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 2
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 also play another armor on this check.
Armor 3
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 4
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 5
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Item 1
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 2
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 5
Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Ally 1
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally 2
Ally C
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally 4
Ally C
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
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 check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 5
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.
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane
Scourge B
Traits: Curse Undead
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
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.
Falsin Deek offers items. Cost: 2 boons.
The Ghoul Market offers armors. Cost: 2 boons.
The Sunburst Market lets you choose a non-loot boon with the Basic trait from the box. Cost: 1 boon.
Turn: 17 Erasmus/Yiroep
Top of Blessing Discard Pile:
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, 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.
Blessings Remaining: 13
Blessings Deck
Blessings Deck Card 18 - Turn 18 Qualzar/Paladin of Baha-who?
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Blessings Deck Card 19 - Turn 19 Aric/勝20100
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 20 - Turn 20 Mogmurch/khazkhaz
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Blessings Deck Card 21 - Turn 21 Raz/eddiephlash
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.
Blessings Deck Card 22 - Turn 22 Erasmus/Yiroep
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 23 - Turn 23 Qualzar/Paladin of Baha-who?
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, 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.
Blessings Deck Card 24 - Turn 24 Aric/勝20100
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Mogmurch/khazkhaz
Blessing C
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Raz/eddiephlash
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.
Blessings Deck Card 27 - Turn 27 Erasmus/Yiroep
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.
Blessings Deck Card 28 - Turn 28 Qualzar/Paladin of Baha-who?
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.
Blessings Deck Card 29 - Turn 29 Aric/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mogmurch/khazkhaz
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, 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.
Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 at either 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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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 from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, 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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor C
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Qualzar/Paladin of Baha-who?, Raz/eddiephlash, Alchemical Gas, Lightning Storm
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier C
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 (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check 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 an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Yiroep
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mogmurch/khazkhaz
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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally C
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/勝20100
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Trigger Bonecrusher Basic
To Defeat: Combat 9 THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 the check, you may discard this card to reroll the dice; take the new result.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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 of 8 plus the scenario's adventure deck number; otherwise, 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 is moved to a random other location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Club Melee Bludgeoning Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item B
Traits: Liquid Poison Alchemical Basic
To Acquire: Intelligence Knowledge Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier P
Traits: Trap Curse Magic Trigger
To Defeat: Dexterity Charisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item C
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Erasmus~ |

Having enough blessings to explore multiple times this turn, Erasmus shouts out Ally, recharging his Clockwork Spy to get +1 to all checks this round.
Erasmus head to the Glass Pavilion.
Glass Pavilion Card 1: Explore
It's the henchman, a Gnoll Slaver! Unfortunately, Erasmus is caught without a weapon. At least he has Fan of Flames to help with this check, so he casts that. He recharges his Blessing of the Ancients to help with the check.
Combat 10: 3d6 + 1 ⇒ (5, 5, 2) + 1 = 13 - Success
Arcane 7 (Fan of Flames Recharges): 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 - Failure
Glass Pavilion Closing
He uses his Blessing of the Spy to try to close the location.
Wisdom 6: 2d6 ⇒ (2, 5) = 7 - Success
Glass Pavilion Closed!
He then tries to avoid detection.
Stealth: 1d8 + 1d4 + 1 + 1 ⇒ (1) + (1) + 1 + 1 = 4 - Failure, really 1 and 1? And with only 1 card in hand not worth burying to reroll
Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Erasmus discards his last card and draws up.

BR skizzerz |
1 person marked this as a favorite. |

I thought my turn was after Qualzar as Grazzle is dead. But we redid some turn so I'm confused. Tell me when it is my turn please.
Your turn is after Qualzar. I asked Qualzar to re-do a previous turn due to the wrong cards being encountered. After the re-do is complete it jumps back to whomever is the current person’s turn as stated in the scenario update post — I don’t have everyone else re-do theirs as well unless needed due to circumstances changing. Normally I’m here more frequently so I can catch this stuff before too many other turns have happened, but either way it’s important to read every bit of every post (both mine and other players) so you can understand what’s going on (what cards of yours may have been used by other players, if any locations got closed, explored, or shuffled, etc).
The Blessings Deck Cards/Turn Order spoiler contains who is up next and in what order. Always check the blessing for your turn when it gets around to you, especially as the free ally card is shuffled in there and you don’t want to miss that if it falls on your turn.

Erasmus~ |

Woops, forgot to put up my hand update. :)
Hand: Magnifying Glass, Light Crossbow, Stalking Armor, Blessing of the Spy 2, Blessing of the Gods 1,
Displayed: Spirit Relatives,
Deck: 6 Discard: 4 Buried: 2
Notes: Blessing of the Gods
Sideboard cards:

Qualzar |

The card of the blessing deck turns out to be Liberty's Edge Favor, so I get an ally. 1d5 ⇒ 2
A representative of Liberty's Edge stops by to hand Qualzar a gilded cage containing a Fire Gecko. "Thank you for the... pet?"
Shrugging, he makes his way further into the brickworks. He notices a gas trap and quickly disables it. Adding a d4 from the Liberty's edge Favor.
Intelligence 7: 1d10 + 1d4 ⇒ (5) + (4) = 9 Success. First check to defeat: this is less than 7 more.
Lightning bolt: 1d4 ⇒ 2 A sudden bolt of lightning strikes nearby and the sound sends shockwaves through his body. Discarding Blast Stone and codex.
Exploring the brickworks, he meets a handsome young man. "Nefti, and you are?"
Charisma 8: 1d10 + 1 + 1d4 ⇒ (1) + 1 + (3) = 5
Qualzar accidentally mentions his membership in the pathfinder society and the bard frowns and shakes his head. "I will have nothing to do with you, and take an ally of yours on my way!" Banishing Jinx Eater.
Need to pause this turn and resume on a different PC. I'll post within 30 minutes.

Qualzar |

Sorry, took longer than I expected.
Cursing his failure, Qualzar continues through the brickworks. He asks his friendly sage to help him scout. Discarding Sage to explore.
The sage screams and runs as a huge Shock Toad zaps Qualzar painfully. Discarding Blessing of the Gods as damage.
Qualzar focuses his mind on the toad, trying to destroy it. Discarding Lightning Touch to use his power.
Arcane 8: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (5) = 18 Not the first check to defeat this turn.
The toad defeated, Qualzar slumps down in exhaustion.
Charisma 6: 1d10 + 1 ⇒ (5) + 1 = 6
Resetting hand:
Hand: Fire Gecko, Surgeon, Blessing of the Elements, Blessing of the Gods 2, Tomb Raider, Force Missile,
Displayed:
Deck: 2 Discard: 7 Buried: 2
Notes: Use blessings as needed.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d4 [ ] +1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

The Red Raven - 勝20100 |

Unless I’m mistaken, this is my turn this time.
Blessing of Bastet is displayed.
Changing to Red Raven. Exploring… I’m confused as next card should be a barrier that I looked at and did not encounter. I looked, I only encountered 2 cards in the catacombs and there should be 8 cards left not 5; no one else came there.

The Red Raven - 勝20100 |

Hand after start of turn, updated back to my previous correct turn and the change to Red Raven at beginning of turn.
Hand (Size 4): Lookout (Ally), Mask of the Red Raven (Item), Crocodile Skin Lamellar (Armor), Kama (Weapon), Flawless Monocle (Item), Psychic Detective (Ally)
Displayed: Gambeson
Deck: 8 Discard: 2 Buried: 0
Notes:
Kit: Patrician’s Armor (Armor), Magnifying Glass (Item), Punching Dagger (Weapon)
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4
Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.
Favored Card: None
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3
Powers
Hand Size 6
Proficient with: None
At the start of your turn, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
Favored Card: None

BR skizzerz |

Give me a bit, I'll have an update up momentarily. Sorry for the confusion! For catacombs, I messed up and thought you encountered the Deathtrap on your first turn.
Since Qualzar grabbed the Fire Gecko due to Liberty's Edge Favor, your On Closing draw would have been Shock Lizard instead.
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
@Paladin of Baha-who?: In the future, if you need to grab a random card from the spoiler, just take the first one; you don't need to roll for it. It makes my life easier with updates if they're taken in order :)
1d8 ⇒ 8

BR skizzerz |

After the Brickworks was battered by storms, the clouds finally seem to be clearing, heading off towards the Precious Mine.
A random monster was shuffled into Brickworks per Adventure power. The start of turn check for the Gas is not a check to defeat, so the first CtD of that turn was indeed overkill.
During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor (proxy with Defensive Stance).
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
Scourge Table
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.
Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
- When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
- You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
- Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
- At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
Liberty's Edge Favor
Favor 1
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Bonecrusher Master (Villain)
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Gnoll Slaver (Henchman)
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Bolas (Weapon B)
Weapon C
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Catching Cape (Armor B)
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 on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Crocodile Skin Lamellar (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Djinn Favor Amulet (Item 1)
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 recharge a random card from your discard pile.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Fiery Glare (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Fire Gecko (Ally B)
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.
Fire Kukri +1 (Weapon 1)
Weapon 1
Traits: Knife Melee Slashing Fire Magic Elite Finesse
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Osirion History Guide (Item B)
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Poisoned Sand Tube (Weapon B)
Weapon B
Traits: Blowgun Ranged Poison Alchemical Elite
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Returning Throwing Axe +1 (Weapon 1)
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.
Scroll of Thoth (Item 1)
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 acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Shock Lizard (Ally B)
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Tomb Raider (Ally B) x2
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 2
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 3
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 4
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.
Barrier 1
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
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. First choose allies to discard as your damage, if you have any.
Barrier 3
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 4
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 5
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 defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon 1
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 2
Weapon C
Traits: Accessory Melee Piercing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon 3
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 4
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 5
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 2
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 also play another armor on this check.
Armor 3
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 4
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 5
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Item 1
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 2
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 5
Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check 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 an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 4
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.
Ally 5
Ally B
Traits: Animal
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Blessing 1
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
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 check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 5
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.
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane
Scourge B
Traits: Curse Undead
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
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.
Falsin Deek offers items. Cost: 2 boons.
The Ghoul Market offers armors. Cost: 2 boons.
The Sunburst Market lets you choose a non-loot boon with the Basic trait from the box. Cost: 1 boon.
Turn: 20 Mogmurch/khazkhaz
Top of Blessing Discard Pile:
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
Blessings Remaining: 10
Blessings Deck
Blessings Deck Card 21 - Turn 21 Raz/eddiephlash
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.
Blessings Deck Card 22 - Turn 22 Erasmus/Yiroep
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 23 - Turn 23 Qualzar/Paladin of Baha-who?
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, 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.
Blessings Deck Card 24 - Turn 24 Aric/勝20100
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Mogmurch/khazkhaz
Blessing C
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Raz/eddiephlash
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.
Blessings Deck Card 27 - Turn 27 Erasmus/Yiroep
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.
Blessings Deck Card 28 - Turn 28 Qualzar/Paladin of Baha-who?
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.
Blessings Deck Card 29 - Turn 29 Aric/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mogmurch/khazkhaz
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, 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.
Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Glass Pavilion
Closed
At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Yiroep
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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 from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, 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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor C
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Qualzar/Paladin of Baha-who?, Raz/eddiephlash
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mogmurch/khazkhaz
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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Ally C
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Catacombs
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Red Raven/勝20100
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm
Barrier C
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 (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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 of 8 plus the scenario's adventure deck number; otherwise, 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 is moved to a random other location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Club Melee Bludgeoning Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item B
Traits: Liquid Poison Alchemical Basic
To Acquire: Intelligence Knowledge Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier P
Traits: Trap Curse Magic Trigger
To Defeat: Dexterity Charisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item C
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

The Red Raven - 勝20100 |

Remember that I used Raz’s botSamurai on my turn to help me close the location.
I would have used Black Spot but it was not available as I beat the DC anyway (would have buried a card to reroll a dice if needed).
I’ll post my current hand, but it’s indeed Mogmurch turn.

The Red Raven - 勝20100 |

Hand (Size 4): Shock Lizard (Ally), Mask of the Red Raven (Item), Crocodile Skin Lamellar (Armor), Kama (Weapon)
Displayed: Gambeson
Deck: 10 Discard: 3 Buried: 0
Notes:
Kit: Patrician’s Armor (Armor), Magnifying Glass (Item), Punching Dagger (Weapon)
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4
Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.
Favored Card: None
Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3
Powers
Hand Size 6
Proficient with: None
At the start of your turn, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
Favored Card: None

Mogmurch / khazkhaz |

It is the hour of Pharasma. Mogmurch is at the Mausoleum.
Mogmurch resumes exploring the Quarry. He finds a Canteen, probably left behind by a worker. Mogmurch casts his Fiery Glare on the Item.
Fiery Glare Recharge 10: 1d8 + 3 ⇒ (7) + 3 = 10
Exploring again after using Fiery Glare's power to explore after banishing the item.
Mogmurch resumes exploring and finds a Shock Lizard.
Wisdom 4: 1d4 ⇒ 4
The Shock Lizard joins Mogmurch
Discarding Shock Lizard to explore
Mogmurch encounters a Ghost Scorpion!
Combat 9 (Discarding Torch, and +3 from location text): 1d4 + 1 + 2d4 + 3 ⇒ (2) + 1 + (3, 2) + 3 = 11
End of turn Dexterity 6: 1d10 + 1 ⇒ (8) + 1 = 9
Hand: Immolate, Blessing of the Gobs 3, Dogfinder, Blessing of the Gobs 1, Potion of Fortitude,
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: My power lets me discard a card to add 1d6+1 and the Fire trait to a combat check at my location, 1d6 if the card is Alchemical trait. You may use these from my hand: Blessing of the Gobs x2
Sideboard cards:
Dexterity d10+1
Dexterity: Ranged +2
Constitution d8
Intelligence d8
Craft: Intelligence +3
Wisdom d4
Charisma d8
Favored Card: Blessing
Hand Size 5
Proficient with: Light Armours
Powers:
You may discard a card to add 1d6+1 and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Raz the Noble |

Discarded botg for Aric or Red Raven's turn.
Raz continues exploring the brickworks, the nasty gas and storms having been taken care of.
Explore card 1: Kopis. Use diplomacy, revealing o-yoroi.
Diplomacy 5: 1d10 + 2 + 1 ⇒ (4) + 2 + 1 = 7
She sees a knife on the ground, and picks it up.
Discard Riding horse to explore card 2: Quicksand Bunyip. Reveal naginata, and discard top card: Bolas to add 1d6
Combat 12: 3d8 + 2 + 1d6 ⇒ (1, 3, 8) + 2 + (6) = 20 Remove the 8 to defeat by exact amount.
Last card is henchman or villain but I have no more explores. End turn check, choose diplomacy and reveal o-yoroi
Diplomacy 7: 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12 No sniper damage
Reset hand, discarding Kopis and drawing 2.
Hand (Size 4): Naginata, Fireproof O-Yoroi, Returning Throwing Axe +1 , Embalmer
Deck: 9 Discard: 7 Buried: 0
Notes:
Melee: Strength + 2
Dexterity d8
Constitution d6
Intelligence d4
Wisdom d6
Divine: Wisdom + 1
Charisma d10
Diplomacy: Charisma +2
Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
Favored Card: Ally

Erasmus~ |

Erasmus shouts out Item this turn, recharging his Magnifying Glass and getting +1 to all checks.
He heads over to the Precious Mine
Precious Mine Card 1: Explore
He discovers a Void Glyph. Scary stuff! He tries to risk it, relying on his after-roll stuff.
Arcane 8: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9 - Success
Apparently he didn't need any help.
Precious Mine Card 2: Explore
Eramus uses his Blessing of the Spy to keep exploring, adding 1 die to any check. Erasmus finds a Cure. Useful thing! Unfortunately, today he's not a divine caster, but he's got a good shot.
Wisdom 6: 2d6 + 1 ⇒ (3, 6) + 1 = 10 - Success
He holds on to it for now.
Precious Mine Card 3: Explore
He decides to risk continuing and discards his Blessing of the Gods. He encounters a Fighting Crook. He's not so great with these melee weapons...
Strength 9: 1d6 + 1 ⇒ (2) + 1 = 3 - Failure
Not even close. He reveals his armor to prevent any damage he would take from failing to acquire it.
Precious Mine Card 4: Examine
Having no combat, he examines the top card of his deck. It's a Yellow Jelly, and no triggers here.
He draws up and ends the turn.
Hand: Light Crossbow, Stalking Armor, Cure, Mind Thrust, Possession,
Displayed: Spirit Relatives,
Deck: 6 Discard: 6 Buried: 2
Notes:
Sideboard cards:

Erasmus~ |

(If someone has the Divine skill, Erasmus can give the Cure to them if they come over to the Precious Mine. Otherwise he may use it...)

Qualzar |

I'm getting low on cards, but this turn will have to be a single exploration only because there's just the henchman/villain left.
Qualzar knows he's closing in on the troublemaker here at the brickworks. He gets a little healing first before continuing. Revealing Surgeon to recharge a random card from discard. Deck handler says: Crow. Recharging Surgeon.
Sure as he thought, there's a gnoll slaver in the center of the brickworks! A tomb raider that was walking with him yelps and runs out of the room. Recharging Tomb Raider. Qualzar releases his fire gecko to attack, and sends a flurry of force missiles into the henchman. Revealing fire gecko, and discarding Force Missile.
arcane 10: 1d10 + 3 + 2d4 + 1d4 ⇒ (1) + 3 + (1, 4) + (1) = 10 Whoa, that was close, but I got it!
The gnoll slaver falls over, defeated.
Arcane 6: 1d10 + 3 ⇒ (8) + 3 = 11 Recharged.
Attempting to close. Discarding Blessing of the Gods 2 to get an extra die.
Strength 5: 2d6 ⇒ (3, 6) = 9
The brickworks cleared, Qualzar walks outside and breathes a sigh of relief. He looks up and sees a sniper on a rooftop. He quickly conjures a magical shield, just in time to stop a missile from hitting him, then ducks behind a barrier.
Charisma 6: 1d10 + 1 ⇒ (10) + 1 = 11
Ending turn, resetting hand.
Hand: Fire Gecko, Blessing of the Gods 1, Blessing of the Elements, Black Spot, Crow, Surgeon,
Displayed:
Deck: 2 Discard: 7 Buried: 2
Notes: Use blessings as needed. Black spot can be used to reduce any combat check by 2.
Sideboard cards:
Dexterity d6 [ ]+1 [ ]+2
Constitution d4 [ ] +1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.

BR skizzerz |

Good job! I'll have the next scenario update out in 30-60 minutes. Just wanted to pop in to say a couple of things:
1. There are 7 turns left in the game. Aric and Mogmurch get 2 turns each, otherwise for everyone else their next turn is their last. Make it count!
2. The villain is either in Stonework Passages or Quarry. Early in the scenario, Precious Mine had a henchman defeated but a failed close check. Keep that in mind when planning out your explores and locations -- one person should probably be there to temp close it unless you think you can dig through all 5 cards in it while digging through the other two unclosed locations as well.

BR skizzerz |

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor (proxy with Defensive Stance).
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
Scourge Table
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
New Rule: Favors
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.
Rules: Traders
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
- When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
- You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
- Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
- At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck boxback into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.
Liberty's Edge Favor
Favor 1
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Bonecrusher Master (Villain)
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Gnoll Slaver (Henchman)
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Bolas (Weapon B)
Weapon C
Traits: Chain Ranged Bludgeoning Basic
To Acquire: Dexterity Ranged 5
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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Catching Cape (Armor B)
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 on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Crocodile Skin Lamellar (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Cure (Spell B)
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Djinn Favor Amulet (Item 1)
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 recharge a random card from your discard pile.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Fiery Glare (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Fire Gecko (Ally B)
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.
Fire Kukri +1 (Weapon 1)
Weapon 1
Traits: Knife Melee Slashing Fire Magic Elite Finesse
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Kopis (Weapon B)
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Osirion History Guide (Item B)
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Poisoned Sand Tube (Weapon B)
Weapon B
Traits: Blowgun Ranged Poison Alchemical Elite
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Returning Throwing Axe +1 (Weapon 1)
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.
Scroll of Thoth (Item 1)
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 acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Shock Lizard (Ally B) x2
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Tomb Raider (Ally B) x2
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 2
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster 3
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster 4
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.
Barrier 1
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
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. First choose allies to discard as your damage, if you have any.
Barrier 3
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 4
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 5
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 defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Weapon 1
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 2
Weapon C
Traits: Accessory Melee Piercing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon 3
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 4
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Mental Veteran
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 5
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 2
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 also play another armor on this check.
Armor 3
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 4
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 5
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Item 1
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 2
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 5
Item B
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check 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 an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 4
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.
Ally 5
Ally B
Traits: Animal
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Blessing 1
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
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 check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 5
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.
Curse of Poisoning
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane
Scourge B
Traits: Curse Undead
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
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.
Falsin Deek offers items. Cost: 2 boons.
The Ghoul Market offers armors. Cost: 2 boons.
The Sunburst Market lets you choose a non-loot boon with the Basic trait from the box. Cost: 1 boon.
Turn: 24 Aric/勝20100
Top of Blessing Discard Pile:
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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 6
Blessings Deck
Blessings Deck Card 25 - Turn 25 Mogmurch/khazkhaz
Blessing C
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Raz/eddiephlash
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.
Blessings Deck Card 27 - Turn 27 Erasmus/Yiroep
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.
Blessings Deck Card 28 - Turn 28 Qualzar/Paladin of Baha-who?
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.
Blessings Deck Card 29 - Turn 29 Aric/勝20100
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.
Blessings Deck Card 30 - Turn 30 Mogmurch/khazkhaz
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, 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.
Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Glass Pavilion
Closed
At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 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 from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, 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.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
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.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location: Damage dealt to you is reduced by 1.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor C
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Brickworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/Paladin of Baha-who?, Raz/eddiephlash
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mogmurch/khazkhaz
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Catacombs
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Red Raven/勝20100
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/Yiroep, Lightning Storm
Barrier C
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 (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster C
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Monster 1
Traits: Animal Cold Elite
To Defeat: Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item B
Traits: Liquid Poison Alchemical Basic
To Acquire: Intelligence Knowledge Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Barrier P
Traits: Trap Curse Magic Trigger
To Defeat: Dexterity Charisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Adventure: If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Item C
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck.
Location (Dilapidated Plaza): For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Aric - 勝20100 |

Switching back to Aric, getting Magnifying Glass from kit instead of Crocodile Skin Lamellar.
Aric goes to the Stonework Passages, hoping to peak at the villain or to close the location if needed. Exploring. Seeing a Jewel Box, Aric tries to peak inside it in case there is useful documents, but it is trapped. Revealing Magnifying Glass for d4 on disable
Disable 7: 1d4 + 1d4 ⇒ (1) + (2) = 3
Aric does not manage to get the thing open.
Location is shuffled, discarding shock lizard to explore again. Next card #: 1d10 ⇒ 10
Under a stoneblock, Aric sees a nice armor, not destroyed by the passage of time. He tries to move the rubble on top of it. Contitution 6: 1d6 ⇒ 2. Trying to move the rocks, more fall and bury the armor under plenty of rock.
End of turn, no combat so peaking at next card. End of turn look at top card #: 1d9 ⇒ 6. A bit further, Aric sees a nice Explorer's Staff.
Drawing cards
Hand (Size 6): Dandy Brute (Ally), Mask of the Red Raven (Item), Magnifying Glass (Item), Kama (Weapon), Blessing of the Ancients (Blessing), Pahmet Clansman (Ally)
Displayed: Gambeson
Deck: 7 Discard: 4 Buried: 0
Notes: I can encounter a monster at my location instead of another character with Dandy Brute then switch to Red Raven with the mask.
Kit: Patrician’s Armor (Armor), Crocodile Skin Lamellar (Armor), Punching Dagger (Weapon)
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d10 ☑ +1
Diplomacy: Charisma +3
Powers
Hand Size 6
Proficient with: None
At the start of your turn, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
Favored Card: None
Strength d6
Dexterity d10 ☑ +1
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d4
Powers
Hand Size 4
Proficient with: Light Armors | Weapons
At the start of your turn, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.
Favored Card: None

Mogmurch / khazkhaz |

It is the hour of Wadjet. Mogmurch is at the Quarry.
Mogmurch sweats in the middday sun. But it is not the heat that causes him to sweat. It's the pressure to finish his quest before their covers are blown. Her companions freedom depends on him and his party.
Mogmurch explores the Quarry, and finds a cruel Gnoll Slaver!
Recharging Dogfinder due to the BYA text.
Mogmurch casts an Immolate spell at the Gnoll.
Combat 10 (Using Blessing of the Gobs): 1d8 + 3 + 2d4 + 1d8 ⇒ (3) + 3 + (4, 4) + (3) = 17
The Henchman crumples in a thoroughly charred heap.
A monster is shuffled into Quarry.
Immolate Recharge 7: 1d8 + 3 ⇒ (6) + 3 = 9
Using Potion of Fortitude to close the Quarry. Quarry is now closed.
Drawing Bladeguard after banishing the Potion of Fortitude.
Banishing Bladeguard to use its power to draw Poisoned Sandtube from my discard. Drawing Potion of Healing after banishing Bladeguard.
Banishing Potion of Healing to heal myself.
Potion of Healing: 1d4 ⇒ 4
Shuffling Blessing of the Gobs 1, Shock Lizard, Turtle, and Torch into my deck.
Drawing Flash Freeze after banishing the Potion of Healing.
End of turn Dexterity 6: 1d10 + 1 ⇒ (5) + 1 = 6
Hand: Flash Freeze, Blessing of the Gobs 3, Poisoned Sand Tube, Dogfinder, Immolate,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: My power lets me discard a card to add 1d6+1 and the Fire trait to a combat check at my location, 1d6 if the card is Alchemical trait. You may use these from my hand: Blessing of the Gobs, Flash Freeze (add Strength/Melee skill to Disable check),
Sideboard cards:
Dexterity d10+1
Dexterity: Ranged +2
Constitution d8
Intelligence d8
Craft: Intelligence +3
Wisdom d4
Charisma d8
Favored Card: Blessing
Hand Size 5
Proficient with: Light Armours
Powers:
You may discard a card to add 1d6+1 and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.
To recap, Quarry is closed.