
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: 26 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: 4
Blessings Deck
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: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/勝20100, 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.
Location: Damage dealt to you is reduced by 1.
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.
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.
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.
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 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.
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.
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.
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.
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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mogmurch/khazkhaz
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: None
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.

Raz the Noble |

Raz heads to the Stonework Passages to hunt down the villain.
Start of turn. Blessing is Elements. Move to Stonework Passages. Explore top card that Aric saw: card 6: Explorer's Staff.
Melee 2: 1d6 + 2 ⇒ (4) + 2 = 6 Auto acquire
Discard Embalmer to explore again
Random Explore, (Reroll on 6): 1d9 ⇒ 7 Bonecrusher Master!
I should be good for combat, so use extra blessings for the temp close.
Reveal, then discard naginata, and discard top of deck (Camel, so recharge)
Combat 11 : 3d8 + 2 + 2d4 + 1d6 ⇒ (1, 8, 3) + 2 + (1, 4) + (4) = 23 I can remove the 8 to roll a 15, so no bad stuff.
If Precious Mine is not temp closed, the Bonecrusher moves there. If it is temp closed, we win!

The Red Raven - 勝20100 |

Don’t hesitate to use my blessing of the Ancients to add a die on a check, I didnt remember it could be used to give someone else a benefit so didn’t include it in my notes

Erasmus~ |

Alright, gonna do the best I can.
Please remember to draw up your hands at the end of your turn even if you have no turns left. Your cards can still matter in helping out others.
Erasmus is accosted by lightning.
Lightning Storm: 1d4 ⇒ 3
Erasmus buries his Stalking Armor to prevent a lot of that damage.
Random Location: 1d8 ⇒ 5 - Warehouse
Precious Mine Card 1: Encounter
Knowing what is next, before using his free explore first he casts Possession. It's the Yellow Jelly. He chooses to encounter it.
Perception 6 (Possession Recharge): 1d6 + 3 ⇒ (6) + 3 = 9
He sees the Yellow Jelly! He can't use any of his attacking-type cards to hurt it, so he has to punch it. He uses Aric's Blessing of the Gods to try to beat it.
Combat 8: 2d6 ⇒ (2, 6) = 8 - Success, oh thank goodness
Precious Mine Card 2: Explore
Since he hasn't used any exploration yet, Erasmus explores. He finds a Shasalqu. He tries his Wisdom check.
Wisdom 6: 1d6 ⇒ 2 - Failure
Cards Recharged: 1d4 ⇒ 4 - All his cards
Combat: 1d6 ⇒ 6 - Failure
The Shasalqu gets shuffled in.
Hand: Osirion History Guide, Blowgun, Clockwork Spy, Blessing of the Ancients, Magnifying Glass,
Displayed: Spirit Relatives,
Deck: 4 Discard: 6 Buried: 3
Notes: Blessing of the Ancients +1 die
Sideboard cards:

Erasmus~ |

Wasn't clear to me. No word about it being a villain.
In that case, use the same blessing from Aric.
Temp Close
Strength 7: 2d6 ⇒ (1, 4) = 5 - Failure
Erasmus uses his power to bury a card to hopefully succeed. (Will figure out which one later if it matters)
Strength 7: 1d4 + 5 ⇒ (2) + 5 = 7 - Success!

Aric - 勝20100 |

Aric congratulates his ally for a mission successfully done, but it cost us our friendly lizardfolk, Grazzle.

BR skizzerz |

Development
After dispatching the guards, you quickly pull Siddique into a doorway and explain that you are here to help him.
“I— I have heard nothing but lies since I was captured,” he stammers. “The slavers, they talk of kind masters and opulent surroundings, and then all hope fades into the sands. How do I know you are not slavers yourselves?”
You reassure him that despite your current appearance, you are not slavers. Rather, you are some of the very Pathfinders he sought to betray. That you are here at all speaks to your desire to return him to a fairer society.
Though still weak and frightened, his doubt dissipates as he realizes his knowledge of Pasha Muhlia al-Jakri’s plans is the key to his freedom. He agrees to give you the information you seek—and even more—but not before he is safely on a ship bound for the mainland. First, though, you have to get him out of the slavers’ compound.
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the loot Spear of the Watchful Guardian and 1 character may temporarily replace 1 armor in her deck with the armor Filter Hood. At the end of each scenario, return the cards to the game box.
If this was your 2nd scenario of your tier (which for most of you it is), you also gain a Power Feat.
Acquired Cards
Fire Kukri +1 (Weapon 1)
Returning Throwing Axe +1 (Weapon 1)
Bolas (Weapon B)
Explorer's Staff (Weapon B)
Kopis (Weapon B)
Poisoned Sand Tube (Weapon B)
Cure (Spell B)
Fiery Glare (Spell B)
Catching Cape (Armor B)
Crocodile Skin Lamellar (Armor B)
Djinn Favor Amulet (Item 1)
Scroll of Thoth (Item 1)
Osirion History Guide (Item B)
Embalmer (Ally B)
Fire Gecko (Ally B)
Shock Lizard (Ally B) x2
Tomb Raider (Ally B) x2

BR skizzerz |

4-1C: THE UNFETTERED FRENZY
Deep in the Okeno slaver’s compound, you’ve recovered from your fight with the gnoll guards. Your activity has not raised the alarm just yet, but it’s just a matter of time before your cover is blown. With the criminal Satyar Siddique in tow, you locate your disguised Eagle Knight allies in the viewing pit. Thankfully, everybody is focused on the parade of living wares, so nobody notices you slip back among their ranks.
Nobody, that is, except for a shrewd-looking halfling peering from a shaded balcony across the courtyard. He would not appear intimidating but for the troop of large bodyguards that form a half-circle behind him. He glowers curiously at you before whispering something to one of the guards, who then yells for the slave parade to halt. The halfling points at you and shouts, “You there! Master Halfwhip sees you attempting to steal his property. He will not tolerate such a slight in his abode, and declares that you shall also belong to him!” He smirks menacingly as you feel all eyes turn toward you.
As seemingly every guard in the compound moves in your direction, your Eagle Knight ally Aviera Sacero’s ear-splitting whistle rips through the air, kicking off the plan’s second phase. Her entourage draws weapons and casts off their false bonds, dashing into the crowd of servants and frantically unlocking as many collars as they can. Reinforcements begin appearing through doorways and over walls, some clad in blue-and white Eagle Knight garb, others dressed as pirates, slavers, and civilians. All the while, slaves realize that this might be their best chance to escape or enact revenge upon their cruel masters. Running past you with a fresh throng of supporters, Sacero yells over the din of the crowd.
“How’s THAT for a distraction?” she laughs. “Now get going! Meet my contact at the rendezvous point!” If she has anything more to say, it’s drowned out by the clash of her blade deflecting a slaver’s axe.
The courtyard has turned into a roiling sea of clashing bodies. This uprising won’t hold off the full force of Halfwhip’s guards forever. You must reach the gate as quickly as possible and subdue any who would stand in your way.

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: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
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.
Filter Hood (Loot)
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.
Spear of the Watchful Guardian (Loot)
Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6. If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.
Dog Soldier (Henchman)
Henchman 1
Type: Monster
Traits: Halfling Barbarian
To Defeat: Combat 11
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Cryptfinder (Henchman)
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
Voices of the Spire (Henchman)
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 0
Blessings Remaining: 30
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: 3 Al: 1 Bl: 0 ?: 1
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: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
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: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Mogmurch / khazkhaz |

Mogmurch starts at Peasant Tombs.
Hand: Frilled Lizard, Dogfinder, Buckler Gun, Blessing of the Gobs 2, Blessing of the Gobs 3,
Displayed:
Deck: 11 Discard: 0 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
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.

Aric - 勝20100 |

I was expecting seven locations, there is only six; is there anything special about the scenario?
Concerning the loot, I don’t really benefit from the weapon (non-finesse weapon), and the character with light armor proficiency is not the one with the knowledge skill; so I won’t swap for either.
Aric will start at Tarworks, he visited the Sundown Market to grab an Osirion History Guide instead of his signal whistle.
Hand (Size 6): Rapier (Weapon), Fencer (Ally), Patrician’s Armor (Armor), Mask of the Red Raven (Item), Osirion History Guide (Item), Dandy Brute (Ally)
Deck: 9 Discard: 0 Buried: 0
Notes:
Kit: Punching Dagger (Weapon), Gambeson (Armor), Magnifying Glass (Item)
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 ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, 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 ☑ or when you examine a card in a location deck, 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~ |

Erasmus starts at the Precious Mine.
He chooses Baylock again for his Spirit Relatives. Favored Card will be Weapon.
Erasmus will trade out his Mind Thrust for Blowgun at the Sunburst Market.
No loot taken.
Hand: Clockwork Spy, Blowgun, Magnifying Glass, Fan of Flames, Possession,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Qualzar |

Qualzar will start at the Scorched Ruins. Trader: Swapping out a Blessing of the Gods for Blessing of the Elements again.
Hand: Blessing of the Gods 3, Force Missile, Blessing of the Gods 1, Jinx Eater, Sage, Codex,
Displayed:
Deck: 8 Discard: 0 Buried: 0
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 ([X] 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 at Scorched Ruins. Pick up a Camel at the Sunburst Market, trading away the scale mail.
I'd also take the Spear of the Watchful Guardian if nobody else is interested, replacing a longspear. @Skizzerz Can we have a list of unlocked replacement cards, possibly with the scenario intros?

skizzerz |

Start at Scorched Ruins. Pick up a Camel at the Sunburst Market, trading away the scale mail.
I'd also take the Spear of the Watchful Guardian if nobody else is interested, replacing a longspear. @Skizzerz Can we have a list of unlocked replacement cards, possibly with the scenario intros?
The Reference Cards spoiler lists all unlocked loot/replacement cards

Raz the Noble |

I will display my armor on the first turn, before any encounters.
Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 2.
While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.
Hand (Size 4): BotGods, Riding Horse 2, Kikko Armor, BotSamurai 2
Deck: 11 Discard: 0 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you.
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 ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
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: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
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.
Filter Hood (Loot)
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.
Spear of the Watchful Guardian (Loot)
Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6. If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.
Dog Soldier (Henchman)
Henchman 1
Type: Monster
Traits: Halfling Barbarian
To Defeat: Combat 11
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Cryptfinder (Henchman)
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
Voices of the Spire (Henchman)
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
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.
Monster 2
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 3
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Monster 4
Monster B
Traits: Trigger Bonecrusher Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Barrier 1
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 2
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Barrier 3
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.
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 C
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.
Weapon 1
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 2
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.
Weapon 3
Weapon C
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.
Weapon 4
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 5
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.
Spell 1
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
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.
Spell 4
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Armor 1
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.
Armor 2
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 3
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 4
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 5
Armor B
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.
Item 1
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.
Item 2
Item B
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item 3
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 4
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 5
Item C
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.
Ally 1
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 2
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.
Ally 3
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally 4
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 5
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.
Blessing 1
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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 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 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
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.
Turn: 1 Erasmus/Yiroep
Top of Blessing Discard Pile:
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 Remaining: 29
Blessings Deck
Blessings Deck Card 2 - Turn 2 Qualzar/Paladin of Baha-who?
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 3 - Turn 3 Aric/勝20100
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.
Blessings Deck Card 4 - Turn 4 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.
Blessings Deck Card 5 - Turn 5 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 6 - Turn 6 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 7 - Turn 7 Qualzar/Paladin of Baha-who?
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 8 - Turn 8 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 9 - Turn 9 Mogmurch/khazkhaz
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 10 - Turn 10 Raz/eddiephlash
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 11 - Turn 11 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 12 - Turn 12 Qualzar/Paladin of Baha-who?
Blessing C
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 13 - Turn 13 Aric/勝20100
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 14 - Turn 14 Mogmurch/khazkhaz
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 15 - Turn 15 Raz/eddiephlash
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 16 - Turn 16 Erasmus/Yiroep
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 17 - Turn 17 Qualzar/Paladin of Baha-who?
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 18 - Turn 18 Aric/勝20100
Blessing B
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 19 - Turn 19 Mogmurch/khazkhaz
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.
Blessings Deck Card 20 - Turn 20 Raz/eddiephlash
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 21 - Turn 21 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 22 - Turn 22 Qualzar/Paladin of Baha-who?
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 23 - Turn 23 Aric/勝20100
Blessing C
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 24 - Turn 24 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.
Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Qualzar/Paladin of Baha-who?
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 28 - Turn 28 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 29 - Turn 29 Mogmurch/khazkhaz
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 30 - Turn 30 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.
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: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Yiroep
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.
Item B
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
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.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, 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.
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.
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Weapon B
Traits: Knife Melee Slashing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. 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.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
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.
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
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.
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: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
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.
Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll 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.
Item 1
Traits: Object Magic Gambling
To Acquire: Wisdom 6
Recharge this card after your check to choose a number. Reroll all dice that show that number; 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.
Armor C
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.
Monster 1
Traits: Trigger Elemental Outsider Elite
To Defeat: Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 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.
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
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.
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.
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.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Qualzar/Paladin of Baha-who?, Raz/eddiephlash
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.
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
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.
Armor C
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
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.
Barrier C
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Spell B
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Mogmurch/khazkhaz
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Weapon 1
Traits: Knife Ranged Slashing Electricity Magic Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Ally 1
Traits: Trigger Human Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 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.
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.
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.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and 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.
Henchman 1
Type: Monster
Traits: Halfling Barbarian
To Defeat: Combat 11
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
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.
Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
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: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 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.
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.
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.
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.
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire 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.
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Monster C
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.
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.
Ally B
Traits: Halfling Rogue Aspis
To Acquire: Charisma Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/勝20100
Barrier P
Traits: Trap Curse Magic
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.
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.
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and 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.
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally P
Traits: Goblin Fighter Veteran
To Acquire: Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
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.
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
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.
Item B
Traits: Tool Basic
To Acquire: Intelligence Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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.

BR skizzerz |

Remember the Scenario end-of-turn power which shuffles in extra monsters and be sure to double-check Location powers. I did not insert reminder text for these into the card spoilers as of yet due to wanting to get this update out.
I'll be more frequent than usual with scenario updates for this scenario due to all of the shuffling that's going on.

Erasmus~ |

Erasmus gets this party started by recharging his Magnifying Glass, giving him +2 to all checks this turn.
Precious Mine Card 1: Explore
He explores, finding a Camouflaged Pit Trap. Fortunately, he fears not of traps.
Perception 6: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Success, and not by 7 or more.
Spotting the trap, he didn't really explore at all, and he just continues on.
Precious Mine Card 2: Explore
He finds a Noxious Bomb. He puts a little effort into it but not much.
Intelligence 5: 1d8 + 2 ⇒ (6) + 2 = 8 - Success
He lazily picks it up.
Precious Mine Card 3: Examine
He displays his Clockwork Spy to examine the next card. It's a Shock Elemental. He decides to go ahead and explore then.
Precious Mine Card 3: Explore
He encounters the Shock Elemental. He casts Fan of Flames at the creature and banishes his Clockwork Spy.
Combat 9: 3d6 + 2 ⇒ (1, 1, 1) + 2 = 5 - OK, what the heck is that?
He buries his Noxious Bomb to try to succeed.
Combat 9: 1d4 + 5 ⇒ (3) + 5 = 8 - Failure
Even with his likelyhood to succeed, he still fails. He discards his Posession spell to the damage.
Arcane 7 (Fan of Flame Recharge): 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8 - Success
Shock Elemental gets shuffled back in...
Much to his dismay, he ends his turn.
Random Location: 1d6 ⇒ 4
Random Monster gets shuffled into Peasant Tombs
Hand: Blowgun, Stalking Armor, Sword Cane, Blessing of the Spy 2, Light Crossbow,
Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes:
Sideboard cards:

Qualzar |

Qualzar sets off into the Scorched ruins.
His friend, a sage, notices the trap just before he does. With her help, he avoids it. Recharging Sage to add 1d6.
Intelligence 5: 1d10 + 1d6 ⇒ (1) + (5) = 6
He asks the twin brother of the tengu assassin who died yesterday to help him look around. He encounters a crazed-looking halfling. Discarding codex to add 1 die.
charisma 9: 2d10 + 1 ⇒ (5, 9) + 1 = 15
Intelligence 10 to recharge: 1d10 ⇒ 2
The Halfling joins him for a respite.
Ending turn.
Random monster location: 1d6 ⇒ 1 Random monster gets shuffled into the Precious Mine.
Hand: Blessing of the Gods 3, Force Missile, Blessing of the Gods 1, Mad Dog Marrn , Crow, Leather Armor,
Displayed:
Deck: 7 Discard: 2 Buried: 0
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 ([X] 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.

Aric - 勝20100 |

Aric gets to the tarworks in the middle of the chaos. He didn’t pay too much attention and enter a sacred place disrupting some undead facing Dance of the Dead, a Curse.
The penalty for failure is just shuffling the barrier back in so I won’t burn someone else blessing against the card
He tries to say a brief prayer to calm the spirits. Charisma 10: 1d10 + 1 ⇒ (4) + 1 = 5 barrier is shuffled back in
Discarding Dandy Brute to explore Random card #: 1d11 ⇒ 7
Constitution 4: 1d6 ⇒ 6
Aric finds a discarded Crocodile Skin Shield, it seems serviceable so he picks it up.
Discarding Fencer to explore Random card # rerolling 7: 1d11 ⇒ 6
Aric encounters a Ghost Scorpion, he runs back a bit and put his Mask of the Red Raven recharging it, changing to Red Raven.

The Red Raven - 勝20100 |

The Red Raven tries to destroy the undead creature, using his rapier. Fencer, used to explore, adds a d4
Combat 9: 1d10 + 1 + 3 + 1d4 + 2d4 ⇒ (6) + 1 + 3 + (1) + (3, 2) = 16 a monster gets shuffled in location
end of turn, already has 4 cards in hand
Random Location Monster: 1d6 ⇒ 4Peasant Tombs
Hand (Size 4): Crocodile Skin Shield (Armor), Rapier (Weapon), Patrician’s Armor (Armor), Osirion History Guide (Item)
Deck: 10 Discard: 2 Buried: 0
Notes:
Kit: Punching Dagger (Weapon), Gambeson (Armor), Magnifying Glass (Item)
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 ☑ or when you examine a card in a location deck, 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 ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, 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 the Ancients. Mogmurch is at the Peasant Tombs.
Shuffling deck +2 shuffled monsters. 12 or 13 gets me a random monster.: 1d13 ⇒ 9
Mogmurch is accosted by a Dog Soldier! Mogmurch uses his Buckler Gun.
Burying Buckler Gun, and discarding Dogfinder to use my power to add 1d6+1
Combat 11: 1d10 + 3 + 1d8 + 1d6 + 1 ⇒ (5) + 3 + (2) + (5) + 1 = 16
The Henchman is defeated. Unfortunately I don't get to close the location because it has to be defeated by less than 5.
Shuffling monster into a random location: 1d6 ⇒ 2
Random monster shuffled into Quarry.
Hand: Frilled Lizard, Potion of Fortitude, Amfibier, Blessing of the Gobs 2, Blessing of the Gobs 3,
Displayed:
Deck: 9 Discard: 1 Buried: 1
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
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 |

Blessed by the elements, Raz heads out.
Explore Scorched Ruins card 3: Fire Hydra. BYA Acro check, recharge botg copying top bot elements.
Dex 8: 2d8 ⇒ (6, 5) = 11 Dodged it!
It is not long before a great hydra rears its ugly heads. Raz dodges the firey blast and returns the favor.
Qualzar must also make a Dex/Acro 8 check or be dealt 1d4 -1 fire damage
Discard top card: Banner, for combat check.
Combat 7: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (4) = 14 Undefeated, so Hydra is shuffled back into deck. Plus, the check exceeded the difficulty by 7, so shuffle another random monster into the deck. Yuck!
Discard Riding horse to explore again.
Random explore: 1d10 + 2 ⇒ (9) + 2 = 11 Gnoll Slaver.
Raz caused a lot of noise fighting the Hydra, so much so that the captain of the guard got word and headed her way. Raz focused hard on her training before unleashing a flurry of blows against the gnoll beast.
No allies to recharge for BYA. Recharge botSamurai to add 2 dice, and discard top card (Spear of the Watchful Guardian) for extra measure.
Combat 10: 2d8 + 2 + 1d6 ⇒ (6, 2) + 2 + (5) = 15 Defeated!
Attempt to close, summon random weapon: Falcata. Use power to use diplomacy, and discard top card (Camel, so recharged) to add 1d6.
Diplo 7: 1d10 + 2 + 1d6 ⇒ (7) + 2 + (1) = 10 Got it! Scorched Ruins is closed. Unfortunately, no free allies left in the location deck.
End turn monster shuffle: 1d6 ⇒ 6 Tarworks
Reset hand, drawing 3
After two glorious battles, Raz has deserved a rest, but she is always willing to take up arms for her allies.
Hand (Size 4): Falcata, Naginata, BotSamurai 1, Camel
Displayed: Kikko Armor
Deck: 8 Discard: 3 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed (camel) will bring me there to fight for you. Especially since my location is closed! Use my weapons/powers for that combat at your discretion.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 resultFalcata:For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
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 ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
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: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
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.
Filter Hood (Loot)
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.
Spear of the Watchful Guardian (Loot)
Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6. If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.
Dog Soldier (Henchman)
Henchman 1
Type: Monster
Traits: Halfling Barbarian
To Defeat: Combat 11
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Cryptfinder (Henchman)
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
Voices of the Spire (Henchman)
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Crocodile Skin Shield (Armor B)
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Falcata (Weapon B)
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Mad Dog Marrn (Ally 1)
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Noxious Bomb (Item B)
Item B
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Monster 1
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.
Monster 2
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 3
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Monster 4
Monster B
Traits: Trigger Bonecrusher Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Barrier 1
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 2
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Barrier 3
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.
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 C
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.
Weapon 1
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.
Weapon 2
Weapon C
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.
Weapon 3
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 4
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.
Spell 1
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
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.
Spell 4
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Armor 1
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.
Armor 2
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 3
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 4
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 5
Armor B
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.
Item 1
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.
Item 2
Item B
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item 3
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 4
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 5
Item C
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.
Ally 1
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 2
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.
Ally 3
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally 4
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 5
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.
Blessing 1
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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 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 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
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.
Turn: 6 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: 24
Blessings Deck
Blessings Deck Card 7 - Turn 7 Qualzar/Paladin of Baha-who?
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 8 - Turn 8 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 9 - Turn 9 Mogmurch/khazkhaz
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 10 - Turn 10 Raz/eddiephlash
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 11 - Turn 11 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 12 - Turn 12 Qualzar/Paladin of Baha-who?
Blessing C
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 13 - Turn 13 Aric/勝20100
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 14 - Turn 14 Mogmurch/khazkhaz
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 15 - Turn 15 Raz/eddiephlash
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 16 - Turn 16 Erasmus/Yiroep
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 17 - Turn 17 Qualzar/Paladin of Baha-who?
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 18 - Turn 18 Aric/勝20100
Blessing B
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 19 - Turn 19 Mogmurch/khazkhaz
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.
Blessings Deck Card 20 - Turn 20 Raz/eddiephlash
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 21 - Turn 21 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 22 - Turn 22 Qualzar/Paladin of Baha-who?
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 23 - Turn 23 Aric/勝20100
Blessing C
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 24 - Turn 24 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.
Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Qualzar/Paladin of Baha-who?
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 28 - Turn 28 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 29 - Turn 29 Mogmurch/khazkhaz
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 30 - Turn 30 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.
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: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Yiroep
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
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.
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.
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.
Monster B
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.
Weapon B
Traits: Knife Melee Slashing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. 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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
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.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, 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.
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: 4 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Armor C
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.
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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
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.
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.
Item 1
Traits: Object Magic Gambling
To Acquire: Wisdom 6
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll 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.
Monster 1
Traits: Trigger Elemental Outsider Elite
To Defeat: Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 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.
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.
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.
Scorched Ruins
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
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
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Mogmurch/khazkhaz
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.
Monster B
Traits: Trigger Bonecrusher Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
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.
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and 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.
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.
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.
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.
Ally 1
Traits: Trigger Human Cleric
To Acquire: Charisma Diplomacy Divine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Monster B
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.
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 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.
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Weapon 1
Traits: Knife Ranged Slashing Electricity Magic Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
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: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 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.
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.
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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
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.
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire 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.
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Monster C
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.
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.
Ally B
Traits: Halfling Rogue Aspis
To Acquire: Charisma Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Red Raven/勝20100
Item B
Traits: Tool Basic
To Acquire: Intelligence Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
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.
Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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.
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally P
Traits: Goblin Fighter Veteran
To Acquire: Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
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.
Barrier P
Traits: Trap Curse Magic
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.
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead. If the check to defeat has the Cold or Fire trait, add 1d8.
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.
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and 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.
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.

BR skizzerz |

As a note/reminder; the scenario power to shuffle in random monsters says to choose a random location deck, not random open location deck, so it is entirely possible to shuffle things into Scorched Ruins. As you close more locations, it's more and more likely for the random monsters to go into already-closed locations and thus not bother you.

Erasmus~ |

Erasmus says Armor and recharges his armor, giving himself +2 to all checks this turn.
Precious Mine Card 1: Explore
He explores, finding Flames of the Faithful, a spell 1!
Wisdom 5: 1d8 + 2 ⇒ (2) + 2 = 4
Since it's a yummy spell 1, he buries his Light Crossbow to get it.
Wisdom 5: 4 + 1d4 ⇒ 4 + (1) = 5 - Success
Precious Mine Card 2: Explore
He discards his Blessing of the Spy to go again, adding 1 die to all checks this turn. It's a Druid of the Hive. Erasmus tries to look convincing.
Charisma 7: 2d8 + 2 ⇒ (5, 1) + 2 = 8 - Success
Precious Mine Card 3: Explore
He immediately discards his Druid of the Hive to keep going, add 3 to combat checks. It's the Shock Elemental again. This time, though, Erasmus will win! He reveals his Sword Cane. (Going to use Strength instead of Stealth to try not to overkill him... got a lot of bonuses going on this check already, and especially since Sword Cane has the bludgeoning trait...)
Combat 9: 2d6 + 3 + 2 ⇒ (4, 6) + 3 + 2 = 15 - Success
Having defeated the Shock Elemental, Erasmus ends his turn.
Random Location: 1d6 ⇒ 4 - Peasant Tombs
Hand: Blowgun, Sword Cane, Flames of the Faithful, Blessing of the Ancients, Blessing of the Gods 2,
Displayed:
Deck: 8 Discard: 3 Buried: 2
Notes: Blessing of the Ancients +1 die, Blessing of the Gods
Sideboard cards:

Erasmus~ |

(If someone has the Divine skill and wants to come get this Flames of the Faithful, I'll give it to you if you come to me. Otherwise, Erasmus is just going to recharge it for ability fodder)

Raz the Noble |

(If someone has the Divine skill and wants to come get this Flames of the Faithful, I'll give it to you if you come to me. Otherwise, Erasmus is just going to recharge it for ability fodder)
Raz would actually love that. Heading your way!

Qualzar |

Qualzar heads for the catacombs. The mysterious passages start to lead him into confusion, however.
Charisma 8: 1d10 + 1 ⇒ (3) + 1 = 4 Curse is now displayed. Discarding Blessing of the Gods as Blessing of Nethys to examine the top 2 cards of your location deck and put them back in any order; then explore the location. I see Alchemical Gas and Shock Glaive. Putting Shock Glaive on top.
His pet crow caws at him, drawing his attention to a fine weapon hidden in the catacombs. Recharging crow for a d6.
Strength 11: 2d6 ⇒ (5, 6) = 11 Got it!
It's a little unwieldy for him, but maybe someone else can use it. Ending turn.
Shuffle monster into: 1d6 ⇒ 5 => Catacombs
Wisdom 6 to try to banish Curse: 1d6 ⇒ 5 Failure, curse is still displayed.
Hand: Blessing of the Gods 3, Force Missile, Mad Dog Marrn , Blessing of the Gods 2, Crow, Shock Glaive,
Displayed: Echoes of Confusion ,
Deck: 7 Discard: 3 Buried: 1
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 ([X] 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 |

The Red Raven continues to look for trouble in the Tarworks, looking ahead from the darkness. Using feat to look at location deck at end of move turn. A Magnifying Glass, so using power to switch to Aric, exchanging the Crocodile Skin Shield for Gambeson.

Aric - 勝20100 |

Perception 4: 1d8 + 2 ⇒ (2) + 2 = 4
Aric comes from the shadow, grabbing a Magnifying Glass that lie in a hard to spot location.
Displaying Gambeson. Drawing cards
Random location monster shuffling: 1d6 ⇒ 1 Precious Mine
Hand (Size 6): Magnifying Glass 2 (Item), Rapier (Weapon), Patrician’s Armor (Armor), Osirion History Guide (Item), Kama (Weapon), Blessing of the Spy (Blessing)
Displayed: Gambeson
Deck: 8 Discard: 2 Buried: 0
Notes:
Kit: Punching Dagger (Weapon), Crocodile Skin Shield (Armor), Magnifying Glass (Item)
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 ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, 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 ☑ or when you examine a card in a location deck, 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 Peasant Tombs.
Mogmurch has no weapons or spells in hand right now, and no armour to absorb damage in case I encounter a monster, so Mogmurch will move to Tarworks where there are fewer monsters, hoping to encounter a boon. Mogmurch will move back to Peasant Tombs once he has a weapon or spell.
Mogmurch arrives at the Tarworks. He explores and finds a Kohl of Uncanny Discernment.
Discarding Blessing of the Gobs to copy Blessing of Wadjet from the Blessings discard pile, adding 2d8 to my acquire roll.
Intelligence 6: 1d8 + 2d8 ⇒ (2) + (6, 2) = 10
Discarding Kohl to examine top 2 cards of location deck.
It's an Enchanter and a Camel.
I will leave it like that, unless Aric prefers it another way.
Hand: Frilled Lizard, Potion of Fortitude, Potion of Beast Skin, Burning Snot, Blessing of the Gobs 3,
Displayed:
Deck: 7 Discard: 4 Buried: 1
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
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.

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: After building location decks, shuffle 1 additional ally into each.
At the end of your turn, shuffle a monster from the box into a random location deck.
When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.
To win, close all locations.
Displayed by Qualzar: Echoes of Confusion
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
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.
Filter Hood (Loot)
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.
Spear of the Watchful Guardian (Loot)
Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6. If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.
Dog Soldier (Henchman)
Henchman 1
Type: Monster
Traits: Halfling Barbarian
To Defeat: Combat 11
During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
Cryptfinder (Henchman)
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
Voices of the Spire (Henchman)
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Crocodile Skin Shield (Armor B)
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Druid of the Hive (Ally B)
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Falcata (Weapon B)
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Flames of the Faithful (Spell 1)
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Kohl of Uncanny Discernment (Item B)
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.
Mad Dog Marrn (Ally 1)
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Magnifying Glass (Item B)
Item B
Traits: Tool Basic
To Acquire: Intelligence Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Noxious Bomb (Item B)
Item B
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Shock Glaive +1 (Weapon 1)
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.
Monster 1
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.
Monster 2
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 3
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Monster 4
Monster B
Traits: Trigger Bonecrusher Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Barrier 1
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 2
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.
Barrier 3
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.
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 C
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.
Weapon 1
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.
Weapon 2
Weapon C
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.
Weapon 3
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 4
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.
Spell 1
Spell C
Traits: Magic Arcane Attack Electricity Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
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.
Spell 4
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Armor 1
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.
Armor 2
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 3
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 4
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 5
Armor B
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.
Item 1
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.
Item 2
Item B
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item 3
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 4
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 5
Item C
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.
Ally 1
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 2
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.
Ally 3
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally 4
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 5
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.
Blessing 1
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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 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 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
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.
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: 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 12 - Turn 12 Qualzar/Paladin of Baha-who?
Blessing C
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 13 - Turn 13 Aric/勝20100
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 14 - Turn 14 Mogmurch/khazkhaz
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 15 - Turn 15 Raz/eddiephlash
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 16 - Turn 16 Erasmus/Yiroep
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 17 - Turn 17 Qualzar/Paladin of Baha-who?
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 18 - Turn 18 Aric/勝20100
Blessing B
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 19 - Turn 19 Mogmurch/khazkhaz
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.
Blessings Deck Card 20 - Turn 20 Raz/eddiephlash
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 21 - Turn 21 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 22 - Turn 22 Qualzar/Paladin of Baha-who?
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 23 - Turn 23 Aric/勝20100
Blessing C
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 24 - Turn 24 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.
Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Qualzar/Paladin of Baha-who?
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 28 - Turn 28 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 29 - Turn 29 Mogmurch/khazkhaz
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 30 - Turn 30 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.
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: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/Yiroep
Weapon B
Traits: Knife Melee Slashing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. 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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
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.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage. If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
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.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, 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.
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.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
Monster B
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.
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: 4 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Armor C
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.
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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
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.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
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.
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.
Item 1
Traits: Object Magic Gambling
To Acquire: Wisdom 6
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll 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.
Monster 1
Traits: Trigger Elemental Outsider Elite
To Defeat: Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 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.
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.
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.
Scorched Ruins
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 5 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
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.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and 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.
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 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.
Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Monster B
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.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage. If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits: Trigger Bonecrusher Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
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.
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.
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.
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.
Weapon 1
Traits: Knife Ranged Slashing Electricity Magic Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Ally 1
Traits: Trigger Human Cleric
To Acquire: Charisma Diplomacy Divine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
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: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Qualzar/Paladin of Baha-who?
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.
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Location (Scorched Ruins): A character at any location may bury a card to add 1 die to her check to acquire a weapon.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
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.
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.
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.
Ally B
Traits: Halfling Rogue Aspis
To Acquire: Charisma Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster C
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.
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire 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.
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
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.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/勝20100, Mogmurch/khazkhaz
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.
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead. If the check to defeat has the Cold or Fire trait, add 1d8.
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.
Location: All damage dealt is Fire damage.
Barrier P
Traits: Trap Curse Magic
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.
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.
Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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.
Location: All damage dealt is Fire damage.
Ally P
Traits: Goblin Fighter Veteran
To Acquire: Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
Henchman 1
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4.
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.
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.
Location: All damage dealt is Fire damage.
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and 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.
Location: All damage dealt is Fire damage.

Raz the Noble |

Sorry for the delayed turn, I got pulled into the office yesterday and wasn't able to check in. No flavor text to get this out asap.
Start turn, blessing is Ancients. Move to Precious Mine to hand out with Erasmus. Explore card 1: Kukri. Use diplomacy.
Diplo 4: 1d10 + 2 ⇒ (9) + 2 = 11 Success!
Discard Camel to explore card 2: Osirion History Guide
Wis 3: 1d6 ⇒ 5 Success!
Discard blessing to explore card 3: Shock Elemental. Reveal Naginata and discard Kukri. No bludgeoning, so DC +2.
9 + 2 = 11: 3d8 + 2 + 1d4 ⇒ (8, 7, 4) + 2 + (4) = 25 Remove the 8, which brings us within 7 so defeated with no extra monster shuffled in
End of turn
Monster shuffle: 1d6 ⇒ 6 Tarworks
Reset hand, drawing 1
Hand (Size 4): Falcata, Naginata, Osirion History Guide, Riding Horse 1
Displayed: Kikko Armor
Deck: 7 Discard: 6 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Use my weapons/powers for that combat at your discretion.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 resultFalcata:Also feel free to use the guide if we share a location:For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.Osirion History guide:Recharge this card to add 1 die to a Wisdom, knowledge, or Survival check at your location.
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 ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
Favored Card: Ally
If I don't get pulled away, and Erasmus is still willing to hand over the Flames of the Faithful, I will happily take it!

Erasmus~ |

Eramus hands over his Flames of the Faithful card to Raz.
Erasmus uses no recharging this time.
Precious Mine Card 4: Explore
It's another Osirion History Guide. Apparently the Precious Mine has tons of shock elementals and history guides.
Intelligence 3: 1d8 ⇒ 6 - Success
Precious Mine Card 5: Explore
He goes again, discarding his Blessing of the Gods to do so. He finds... a Ghoul! He tries to swat it off with his Sword Cane.
Combat 11: 1d8 + 1d4 + 1 + 1 ⇒ (4) + (3) + 1 + 1 = 9
He buries his Blowgun to try to win!
Combat 11: 1d4 + 9 ⇒ (2) + 9 = 11 - Success
Considering himself lucky, he ends his turn.
Random Location: 1d6 ⇒ 2 - Random Monster gets shuffled into the Quarry
Hand: Sword Cane, Blessing of the Ancients, Osirion History Guide, Quick-Change Mask, Blessing of the Gods 1,
Displayed:
Deck: 7 Discard: 4 Buried: 3
Notes: Blessing of the Ancients +1 die, Blessing of the Gods
Sideboard cards:

Qualzar |

Qualzar confusedly wanders around. 1d5 ⇒ 2 He ends up at the Quarry.
One monster was shuffled into the quarry, so there's 13 cards there. 13 is the new monster. 1d13 ⇒ 11 Desert Trapper! Discarding Shock glaive to use Qualzar's power.
arcane 7: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12
Discarding Marrn to explore. 12 is the new monster. 1d12 ⇒ 4 Voices of the Spire! Discarding Blessing of the Gods 2 to get an extra die.
charisma 7: 2d10 + 1 ⇒ (4, 10) + 1 = 15 Success! Now to close. Discarding Blessing of the Gods 3 to get another die. Since I've just got a d4, I better get a third. Using Blessing of the Gods from Erasmus.
3d4 ⇒ (3, 2, 2) = 7 Did it! Quarry is closed! Searching for allies: Hyaenodon and Porcupine. Shuffling them into my deck. I will update my deck handler and post my new hand shortly.
Wisdom 6 to banish Echos: 1d6 ⇒ 6 Success!

BR skizzerz |

Qualzar must discard a weapon due to closing Quarry (if there were any in hand) and roll for the random monster shuffle.
Erasmus's Blessing of the Gods was used. (already mentioned in above post, but wasn't bolded; I highly recommend always bolding stuff that impacts other players so they don't accidentally skip over it)
Congrats on the close! Will have an update out in about 7-8 hours.

Qualzar |

Had no weapons in hand. Monster shuffle: 1d6 ⇒ 6 => Tarworks.
Hand: Crown of Charisma, Force Missile, Porcupine , Blessing of the Elements, Crow, Surgeon,
Displayed:
Deck: 4 Discard: 7 Buried: 1
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 ([X] 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 |

Switching to The Red Raven at the beginning of turn, exchanging kama for crocodile skin shield. Top blessing is Blessing of Ra.
The Red Raven sulks in the darkness looking for trouble (using ability to look at location top card after move phase)
Random top card # (10 or 11 is random monster): 1d11 ⇒ 10
The Red Raven sees a Skeletal Jackal and tries to dispatch it with its rapier. (got armors so no use of anyone blessing)
Combat 11: 1d10 + 1 + 3 + 1d6 ⇒ (8) + 1 + 3 + (3) = 15 The Red Raven manage to destroy the skeleton skull, using his rapier handle. [ooc](beat by less than 7)
Recharging blessing of the spy to look at location top card
Random top card # (10 is random monster): 1d10 ⇒ 6
Looking ahead, The Red Raven spots an Enchanter.
Switching back to Aric following looking at top card

Aric - 勝20100 |

During switch, exchanged Rapier for Kama.
Recharging Magnifying Glass 2 to look at top card, Blessing of the Ancient, but shuffling deck.
End of turn, drawing card.
random location for random monster: 1d6 ⇒ 1 Precious Mine
Hand (Size 6): Blessing of the Spy 2 (Blessing), Kama (Weapon), Crocodile Skin Shield (Armor), Patrician’s Armor (Armor), Blessing of the Ancients (Blessing), Osirion History Guide (Item)
Displayed: Gambeson
Deck: 8 Discard: 2 Buried: 0
Notes:
Kit: Punching Dagger (Weapon), Rapier (Weapon), Magnifying Glass (Item)
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 ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.When you would discard an ally that has Diplomacy in its check to acquire as damage, 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 ☑ or when you examine a card in a location deck, 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 |

As the clock turns, Liberty's Edge comes bringing reinforcements.
Liberty's Edge Favour is discarded from the Blessings deck. Mogmurch draws random Ally, Fire Gecko from the box.
Mogmurch moves back to the Quarry.
Shuffling deck. 13 is a random Monster.: 1d13 ⇒ 9
Mogmurch encounters a Guardian Scroll!
Using Burning Snot spell. Revealing Fire Gecko to add 1d4, and another 1d8.
Combat 11 : 1d8 + 3 + 1d6 + 1d4 + 1d8 ⇒ (3) + 3 + (5) + (2) + (2) = 15
Burning Snot Recharge 7: 1d8 + 3 ⇒ (6) + 3 = 9
Random location: 1d6 ⇒ 5
Random monster is shuffled into Catacombs
Hand: Fire Gecko, Potion of Fortitude, Galvanic Chakram +1, Fiery Glare, Blessing of the Gobs 3,
Displayed:
Deck: 6 Discard: 6 Buried: 1
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
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 |

Commenting to bump next post to the top of page. Waiting for Box update before taking my turn.
Thanks Dear Erasmus for the spell scroll. I shall put it to great martial use!