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

Game Master 勝20100

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


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Human Wizard (Tier 4.0) | Ezren's Deck //

Off turn: when I played Create Mindscape, (Ezren power) examine top card of my deck - Akhentepi's Armor.

It is the hour of Wadjet

Location Power: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it. - Ally
Shuffled Altar: 1d11 ⇒ 1
Draw Meehr Zet

Scenario Power: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.
Shuffled Altar: 1d11 ⇒ 6
Shuffled Altar: 1d11 ⇒ 6
Shuffled Altar: 1d8 + 3 ⇒ (2) + 3 = 5

Altar of Riddles Card 5 is Elusive Knowledge:

None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.

Trigger: display Elusive Knowledge next to the scenario.

Draw Random Spell 1 - Named Bullet (Spell 5!)

[ooc]Give card: Named Bullet to Seoni (but note discussion in Discord - will give it to someone else (Mavaro? Aric?) if someone thinks there's a good reason to do that)

Banish Bound Imp to Recovery to draw two cards - Akhentepi's Armor and Chain Lightning

Move: Great Library of Tephu
Location Power: If you fail to acquire a boon, shuffle it into this location deck.

Send Scrying to Recovery to examine the top 3 cards of Great Library, looking for Spells - Sun Falcon (Monster 1), Stone Weasel (Ally B), Elusive Knowledge (Trigger!)

Elusive Knowledge is displayed next to the scenario.

Draw random spell 2 - Safety Bubble

Scrying found no spells - Sun Falcon and Stone Weasel are shuffled back into the location.

Ezren power: after playing Arcane spell, examine top of own deck - Vision - draw it.

Free explore:
Shuffled Library: 1d11 ⇒ 10

Great Library of Tephu Card 10 is Channel the Gift:

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

Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15

Ezren Power: When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location - explore.

Shuffled Library: 1d11 ⇒ 2

Great Library of Tephu Card 2 is Stone Weasel:

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

Wis 6: 1d6 ⇒ 4
Location Power: If you fail to acquire a boon, shuffle it into this location deck.

Discard Meehr Zet to explore
Shuffled Library: 1d11 ⇒ 10
Shuffled Library: 1d11 ⇒ 6

Great Library of Tephu Card 6 is Library Curator:

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

Diplomacy 9, Zet: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (4) = 10

Discard Student to explore
Shuffled Library: 1d11 ⇒ 10
Shuffled Library: 1d11 ⇒ 6
Shuffled Library: 1d11 ⇒ 5

Great Library of Tephu Card 5 is Living Sandstorms:

MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

Recharge Akhentepi's Armor to ignore BYA

Display Chain Lightning
Combat 18, student: 1d12 + 6 + 1d4 + 3d6 ⇒ (3) + 6 + (1) + (4, 3, 6) = 23 banished

Ezren power: after playing Arcane spell, examine top of own deck - Death's Touch - recharge it.

Discard Library Curator to explore
Shuffled Library: 1d11 ⇒ 7

Great Library of Tephu Card 7 is Tar Tomb:

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

Bury Arcane Robes to Recovery
Int 13 (19): 1d12 + 6 ⇒ (3) + 6 = 9
Use Paizo tshirt to reroll d12
Int 13 (19): 1d12 + 6 ⇒ (8) + 6 = 14 banished

Channel the Gift 2 to Recovery to search my deck for Fire Snake and draw it; then my deck is shuffled.

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

Send Vision to Recovery to examine Sculptors Lair: Twitch Tonic, Elegiac Compass, Khamsin Coat, Elusive Knowledge Trigger! - display it next to the scenario

[ooc]Draw Random Spell 3 - Acute Senses

Continue with examining Sculptors Lair: Osirion Ancestor, Girtablilu Ranger (Trigger!)

Sculptors Lair Card 6 is Girtablilu Ranger:

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

Autofail Stealth 7

Display Safety Bubble at Great Library

BYA poison dmg: 1d4 ⇒ 1
Safety Bubble dmg reduction: 1d4 ⇒ 3

Chain Lightning is still displayed
Combat 17+3=20: 1d12 + 6 + 3d6 ⇒ (7) + 6 + (2, 5, 6) = 26 Banished

Continue with Vision examination of Sculptors Lair: Desert Trapper, Galvanic Kopis +2 (Weapon 5), Fiendish Sphinx (Trigger!)

Sculptors Lair Card 9 is Fiendish Sphinx:

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

Recharge my hand

Reset hand - drawing 7 cards

Summon and encounter Warrior Dolls

Warrior Dolls:

Henchman
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Chain Lightning is still displayed
Combat 10+##=20 (22), Scholar: 1d12 + 6 + 3d6 + 1 ⇒ (10) + 6 + (3, 6, 5) + 1 = 31 Warrior Dolls are defeated but Fiendish Sphinx remains in the location as before

Continue with Vision examination of the location: Girtablilu Ranger (Trigger!)

Sculptors Lair Card 10 is Girtablilu Ranger:

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

Autofail Stealth 7 so have to encounter it
BYA poison dmg: 1d4 ⇒ 2
Safety Bubble dmg reduction: 1d4 ⇒ 2
No net poison bya dmg

Chain Lightning is still displayed
Combat 17+3=20, scholar: 1d12 + 6 + 3d6 + 1 ⇒ (1) + 6 + (5, 1, 1) + 1 = 15
Spend 1 hero point to reroll (2 remaining)
Combat 17+3=20, scholar: 1d12 + 6 + 3d6 + 1 ⇒ (1) + 6 + (4, 6, 1) + 1 = 19
[b]Ask Aric for Maat to add +3 to succeed. Girtablilu Ranger is banished.

Continue with Vision examine: Ice Storm

Vision is concluded and the entire location is known, in order, with cards 4, 6, and 10 having been banished.

End turn - Chain Lightning goes to Recovery (Create Mindscape remains displayed at Altar and Safety Bubble remains displayed at Library

Scenario Power: At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters (n/a there are 3 EKs displayed and 5 characters), you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Recovery Phase:
Recharge Bound Imp, Arcane 8, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (1) + 6 + (4) + 1 = 12
Recharge Scrying, Arcane 16, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (8) + 6 + (2) + 1 = 17
Recharge Arcane Robes, Arcane 8, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (3) + 6 + (3) + 1 = 13
Recharge Vision, Arcane 15, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (10) + 6 + (3) + 1 = 20
Recharge Channel the. Gift 2, Arcane 14, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (5) + 6 + (4) + 1 = 16
Recharge Chain Lightning, Arcane 13, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (3) + 6 + (1) + 1 = 11

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

"Board Status
Most Recent BR Refresh
3 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair)

Notes for Seoni: Gave Named Bullet to Seoni

Mavaro, Seoni, Aric - Altar of Wishes 4, 8, 9, 11 (shuffled) remain // (boons: 1 weapon, 1 item). Create Mindscape is displayed here.
Ruined Temple 1-11 remain
Stonework Passages 1-11 remain
Raz - Silver Forge 1-11 + Find Traps remain // Find Traps is on bottom
Ezren - Great Library of Tephu 1-2, 4, 8-9, 11 (shuffled) remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
Sculptors Lair 1-3, 5, 7-9, 11 remain // all cards in the location are known, in order.
Vault of Hidden Wisdom 1-11 remain"

"

Ezren wrote:

Hand: Channel the Gift, Elemental Skin, Death's Touch (Core), Disintegrate, Akhentepi's Armor, Spellbook, Ring of Protection (Core), Samisen of Oracular Vision, Acadamae Scholar, Unwrapped Harmony,

Displayed: Create Mindscape, Safety Bubble,
Deck: 9 Discard: 4 Buried: 0
Current Location: Great Library
Hero Points: 2
Paizo merch reroll: Used
NOTES:
Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

Create Mindscape: displayed at Altar of Riddles to +1d4 for local Int/Wis/Cha checks until the location is closed.

Safety Bubble displayed at Great Library

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Ice and Fire, Fire Snake, Icy Prison, Acute Senses, Bound Imp, Scrying, Arcane Robes, Vision, Channel the Gift 2,
Discard Pile: Meehr Zet, Acadamae Student, Library Curator, Chain Lightning (Core),
Buried Pile:

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

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

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


    Male Human Vigilante Deck Handler

    Aric discard Blessing of Maat for Ezren.
    Scenario: examine location to card: Symbol of Fear. Switch to Red Raven.
    Reveal Shadowless Sword 2 to add a d8 on the Perception check. Create Mindscape.
    Perception 8: 1d8 + 4 + 1d8 + 1d4 ⇒ (4) + 4 + (7) + (2) = 17
    Evaded. Location shuffled.
    Location: go for weapon. Examine: Sky Pharaoh Guardian.

    Red Raven moves to Ruined Temple.
    Use power to examine top card: Parade Armor. Switch to Aric.

    Free exploration: encounter examined Parade Armor.

    Parade Armor:

    MM Armor 5
    Traits: Light Armor Alchemical
    To Acquire: Constitution Fortitude Charisma Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Recharge Candle of Comity to add a d8.
    Diplomacy 12: 1d10 + 7 + 1d8 ⇒ (5) + 7 + (3) = 15
    Acquired.

    Use Aric power to examine after acquiring a boon:

    Grave Goods:

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

    Trigger! No blessing to discard thought.

    Discard Dreamstalker for its power but use Aric’s power to recharge them.
    Pick Vault of Hidden Wisdom so examine its top card: Glyphbane Gloves. Move it to Aric’s location and explore the location, encountering it.

    Glyphbane Gloves:

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

    Recharge Quick-change Mask to use Diplomacy
    Diplomacy 7: 1d8 + 7 ⇒ (4) + 7 = 11
    Acquired. Use Erzen power, it is replaced by Ring of Stony Flesh.

    Next card has a trigger so no point in examining.
    Nothing left to do but draw 2 cards.

    Aric at Ruined Temple wrote:

    Aric Hand Size 7: Shadowless Sword 2 (Weapon), Mask of the Red Raven (Item), Shark Skin Armor (Armor), Parade Armor (Armor), Ring of Stony Flesh (Item), Blessing of the Midnight Lord (Blessing), Maftet Hunter (Ally)

    Deck: 14 Discard: 1 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5C
    Kit: Sawtooth Sabre +2 (Weapon), Vampiric Backsword +3 (Weapon), Blessing of Asmodeus (Blessing)

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

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.

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


    Hero Points:3

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

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

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen (proxy with Fire Spirits) equal to the number of players.
    Shuffle 1 card from this stack into each location deck.

    At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

    When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

    When closing a location, before closing, search the location deck and
    choose 1 card; shuffle it into another location deck.
    At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Additional Rules: Adventure rewards:
    - 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
    - 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.

    Displayed Elusive Knowledge: 3

    Warrior Dolls:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Elegiac Compass:

    Henchman
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

    Tephu Librarian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

    Keferuzagra:

    Henchman
    Type: Monster
    Traits: Dragon Electricity
    To Defeat: Combat 11 THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

    Sky Pharaoh Guardian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 5

    Turn: 5, Raz/eddiephlash

    Scourge Table:

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

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Armors
    Spoiler:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

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

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

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

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

    Items
    Spoiler:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

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

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

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

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

    Allies
    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Spoiler:
    Dredge
    MM
    Ally B
    Traits:
    Halfling
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

    Spoiler:
    Fire Gecko
    MM
    Ally B
    Traits:
    Animal
    Elemental
    Fire
    To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 Aric/20100:
    Spoiler:
    Hourglass Card 4 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 5 Raz/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 6 Mavaro/NathanDavis
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 8 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Ezren/AbrahamZ
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Aric/20100:
    Spoiler:
    Hourglass Card 9 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 10 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 11 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 11 Mavaro/NathanDavis
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Ezren/AbrahamZ
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 14 Aric/20100:
    Spoiler:
    Hourglass Card 14 Aric/20100
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 15 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 16 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 16 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Aric/20100:
    Spoiler:
    Hourglass Card 19 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 20 Raz/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 21 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 21 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 22 Seoni/EmpTyger
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 23 Ezren/AbrahamZ
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 24 Aric/20100:
    Spoiler:
    Hourglass Card 24 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 25 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 25 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Mavaro/NathanDavis, Create Mindscape, Sky Pharaoh Guardian

    Altar of Riddles Card 1 (Sky Pharaoh Guardian):
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 2:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Altar of Riddles Card 3:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Altar of Riddles Card 4:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, None
    Ruined Temple Card 1 (Grave Goods):
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Ruined Temple Card 2:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ruined Temple Card 3:
    Bronze Sentinel
    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
    Ruined Temple Card 4:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Ruined Temple Card 5:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Ruined Temple Card 6:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Ruined Temple Card 7:
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 8:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Ruined Temple Card 10:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #3: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Burglar's Buckler
    MM
    Armor 1
    Traits:
    Shield
    To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Stonework Passages Card 2:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 3:
    Plasma Ooze
    MM
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Stonework Passages Card 4:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 5:
    Tephu Librarian
    MM
    Henchman 3
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat
    Wisdom
    Knowledge
    Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits.
    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
    If undefeated, move to a random other location.
    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 7:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Stonework Passages Card 8:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.
    Stonework Passages Card 9:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Stonework Passages Card 10:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 11:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.

    Location #4: Silver Forge
    At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/eddiephlash, Find Traps
    Silver Forge Card 1:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Silver Forge Card 2:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Silver Forge Card 3:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
    Silver Forge Card 4:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Silver Forge Card 5:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Silver Forge Card 6:
    Keferuzagra
    MM
    Henchman 4
    Type: Monster
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 11
    THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
    Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
    After you act, bury all allies in your discard pile and recharge all allies in your hand.
    Silver Forge Card 7:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Silver Forge Card 8:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
    Silver Forge Card 9:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Silver Forge Card 10:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Silver Forge Card 11:
    Life Lantern
    MM
    Loot 5
    Type: Item
    Traits:
    Object
    Attack
    Magic
    Divine
    To Acquire:
    None
    For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
    Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
    Silver Forge Card 12 (Find Traps):
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #5: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Sun Falcon, Stone Weasel, Safety Bubble
    Great Library of Tephu Card 1:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
    Great Library of Tephu Card 2:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Great Library of Tephu Card 3:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 4:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 5:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    Great Library of Tephu Card 6:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Location #6: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sculptors Lair Card 1 (Twitch Tonic):
    Twitch Tonic
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    IntelligenceCraft 6
    Discard this card to examine the top card of your location deck, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
    Sculptors Lair Card 2 (Elegiac Compass):
    Elegiac Compass
    MM
    Henchman 2
    Type: Barrier
    Traits:
    Object
    To Defeat:
    Intelligence
    Craft 11
    OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    If defeated, display this card next to the scenario.
    Sculptors Lair Card 3 (Khamsin Coat):
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 4 (Osirion Ancestor):
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Sculptors Lair Card 5 (Desert Trapper):
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sculptors Lair Card 6 (Galvanic Kopis +2):
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 7 (Fiendish Sphinx):
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sculptors Lair Card 8 (Ice Storm):
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Location #7: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Vault of Hidden Wisdom Card 1:
    Blast Glyph
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Vault of Hidden Wisdom Card 2:
    Lightning Storm
    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Vault of Hidden Wisdom Card 3:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Vault of Hidden Wisdom Card 4:
    Shocking Scimitar +2
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    Vault of Hidden Wisdom Card 5:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vault of Hidden Wisdom Card 6:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Vault of Hidden Wisdom Card 7:
    Speak with Dead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Undead
    To Acquire:
    Wisdom
    Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 8:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Vault of Hidden Wisdom Card 9:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Vault of Hidden Wisdom Card 10:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Start turn at Silver Forge. Hour is Ancient. Examine top of deck: Shattertouch Shotel +2 (AD 4). Send to Altar of Riddles (or wherever we're stacking cards for the endgame).

    Explore: Shock Glaive +1. Use Diplomacy. Reveal Armor.
    Diplo 11: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Acquired. Upgrade it via my power: Dagger of Doubling. Transmog via Ezren: Thousand Stings Whip
    (only 4+ in the randoms)

    Discard Camel to explore: Elder Ifreeti. Reveal Lance. Reveal Pegasus to charge.
    Combat 19: 1d8 + 6 + 1d8 + 2 + 1d8 + 2 ⇒ (6) + 6 + (3) + 2 + (5) + 2 = 24 Defeated! Draw random Blessing: Blessing of Ra

    Discard Blessing of Ra to explore: Royal Naga.
    Which weapon (Lance, Earthbreaker, Whip): 1d3 ⇒ 1:
    Reveal Lance. Cold trait adds d8.
    Combat 16: 1d8 + 6 + 1d8 + 2 + 1d8 ⇒ (2) + 6 + (7) + 2 + (6) = 23: Success
    Which weapon (Lance, Earthbreaker, Whip): 1d3 ⇒ 2:
    Reveal and discard Earthbreaker.
    Combat 16: 1d8 + 6 + 2d6 + 1 + 1d6 ⇒ (4) + 6 + (3, 2) + 1 + (5) = 21: Defeated!

    Discard Pegasus to explore: Sightless Starvation. Reveal armor on first check.
    Diplo 12: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (2) = 16 Success
    Discard top of deck for paladin power on second check, Mountain Dog so recharges.
    Cha 12: 1d10 + 2 + 1d6 + 2 ⇒ (1) + 2 + (2) + 2 = 7 Shirt roll the d10
    Cha 12: 1d10 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11 Hero Point
    Cha 12: 1d10 + 2 + 1d6 + 2 ⇒ (2) + 2 + (4) + 2 = 10 Fail, not meant to be. Suffer Curse of Blindness
    Sightless Starvation is defeated and banished.

    End turn. Reset hand, recharging armor and drawing 3.

    Raz wrote:

    Hand: Mass Cure, Frost Lance +2, Thousand Stings Whip, Warhorse 2, Warhorse 1, Blessing of Gozreh,

    Displayed: Curse of Blindness,
    Deck: 14 Discard: 4 Buried: 0
    Hero Points: 3
    Shirt reroll: used
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

    Role: Fair Trader
    Favored Card: Ally
    Hand Size: 4 ☑ 5☑ 6
    Proficiencies:
    Armors, Weapons, Divine
    Powers:
    You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
    On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
    □ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []

    Board Status
    Most Recent BR Refresh
    3 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair)

    Notes for Seoni: Gave Named Bullet to Seoni

    Mavaro, Seoni, Aric - Altar of Wishes 4, 8, 9, 11 (shuffled) + Shattertouch Shotel +2 remain // (boons: 1 weapon, 1 item). Create Mindscape is displayed here.
    Ruined Temple 1-11 remain
    Stonework Passages 1-11 remain
    Raz - Silver Forge 6-11 + Find Traps remain // Find Traps is on bottom
    Ezren - Great Library of Tephu 1-2, 4, 8-9, 11 (shuffled) remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair 1-3, 5, 7-9, 11 remain // all cards in the location are known, in order.
    Vault of Hidden Wisdom 1-11 remain


    Deck Handler // Searching for: Item 5 > Weapon 5 > Ally 5

    Hour of the Ancients

    Scenario start of turn examine: 1d5 ⇒ 3 Altar of Riddles Card 3: Smoked Glass Goggles. Recharged to Silver Forge
    Scenario start of turn examine, call blessing because I'm not looking to draw the boon: 1d4 ⇒ 2 Altar of Riddles Card 2: Symbol of FearTrigger
    Attempt to evade. Recharge Cenovath to reload Harrow Deck
    Perception 8: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (2) = 11 Evaded

    Recharge Wayfinder to move to Vault of Hidden Wisdom and examine:
    Vault of Hidden Wisdom Card 1: Blast Glyph: Trigger. Recharge Flawless Monocle to ignore trigger
    Vault of Hidden Wisdom Card 2: Lightning Storm


    Move to Ruined Temple
    Explore and encounter Grave Goods
    Recharge Healer's Kit to reload Flawless Monocle. Discard Seoni's Blessing of Abadar

    Craft Knowledge 12: 1d8 + 4 + 1d6 + 2d8 ⇒ (1) + 4 + (1) + (5, 4) = 15 Whew that was all Seoni! Draw Item: Knot of Isis

    Recharge Shadowless Sword to reload Harrow Deck

    The Alter of Riddles is starting to fall into place but not quite there yet. The vault has fire and electrical storms around it so Mavaro, helpfully loots the Ruined Temple to save Aric from the dangers therein.

    Mavaro wrote:

    Hand: Entice, The Missing Eye, Knot of Isis, Harrow Deck, Staff of the Uraeus, Wayfinder, Cleric of Nethys, Call Spirit,

    On Top: Cure
    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    "Notes: Call Spirit available at location: +1d4 to all checks, or 1 die to Perception

    Harrow Deck to examine and arrange Alter of Riddles after Seoni's turn starts"

    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [X]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Wisdom 1d8 + 4
    Divine 1d8 + 4

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☑ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    "Board Status

    Most Recent BR Refresh
    3 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair)
    Knot of Isis drawn from Random
    Smoked Glass Goggles from Altar moved to Silver Forge

    Notes for Seoni: Gave Named Bullet to Seoni
    Discard Blessing of Abadar

    Seoni - Altar of Wishes 1-2,4 (shuffled) + Shattertouch Shotel +2 remain // (Cards remaining:1 unknown weapon, Sky Pharaoh Guardian, Symbol of Fear, Shattertouch Shotel +2). Create Mindscape is displayed here. Known Card Tiers: 3,4,5
    Aric, Mavaro - Ruined Temple 2-10 remain
    Stonework Passages 1-11 remain
    Raz - Silver Forge 6-12 + Smoked Glass Goggles remain // 12=Find Traps 13=Smoked Glass Goggles
    Ezren - Great Library of Tephu 1-6 remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair 1-8 remain // all cards in the location are known, in order.
    Vault of Hidden Wisdom 1-10 remain // 1=Blast Glyph 2=Lightning Storm


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Correction to Mavaro's turn: Sky Pharaoh Guardian and Smoked Glasses remain in Altar of Riddles)
    The riddles were getting too confusing.

    Hourglass 2: Lady o'Graves o'clock
    Shuffled Altar of Riddles (5=Shattertouch Shotel +2): 1d5 ⇒ 4
    Examining Altar of Riddles 4: Fate Blade

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

    Recharging Fate Blade into Altar of Riddles.
    Altar of Riddles: Guessing Weapon

    Shuffled Altar of Riddles (5=Shattertouch Shotel +2): 1d5 ⇒ 5
    Examining Silver Forge 1: Shattertouch Shotel +2
    Shattertouch Shotel +2:
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

    Drawing Shattertouch Shotel +2
    "Fate will be made another day," said the Pharasman. "How about we use brute force to solve this puzzle?" She waited to see if Mavaro saw a better plan...

    (Pausing for Mavaro)


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (Resuming turn. Mavaro does *not* use Harrow Deck)

    Shuffled Altar of Riddles: 1d3 ⇒ 3
    Exploring Altar of Riddles 3: Smoked Glass Goggles

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

    Revealing Headband of Alluring Charisma, revealing Binder's Tome, using Create Mindscape
    Craft 6 (12): 1d12 + 5 + 1 + 1d4 + 1d4 ⇒ (6) + 5 + 1 + (2) + (4) = 18
    Banishing Raz's Curse of Blindness. Drawing Random Item 2: Bird Feather Tokens

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

    Smoked Glass Goggles are acquired and banished. Ezren transmogrifies Smoked Glass Goggles into Random Item 3: Ring of the Godless 4: Seer's Tea 5: Sunrod
    Sunrod:
    Item 4
    Traits:
    Staff
    Attack
    Alchemical
    To Acquire:
    Strength
    Melee 10
    OR Intelligence
    Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.

    Seoni fearlessly decided not to wait for Mavaro. "There's only one reason for someone to have put goggles here." The sorcerer twisted a rod off of the altar paneling, and it emitted a burst of light that removed the darkness surrounding Raz.

    Giving Bird Feather Tokens and Shattertouch Shotel +2 to Aric. Aric recharges Bird Feather Tokens

    She flew the shotel over to the ruined temple. Aric or perhaps Mavaro could continue breaking down the puzzle.

    Displaying Symbol of Pain.
    Ending turn
    Recovery: Revealing Headband of Alluring Charisma, revealing Binder's Tome, using Create Mindscape
    Arcane 11: 1d12 + 6 + 1 + 1d4 + 1d4 ⇒ (12) + 6 + 1 + (1) + (3) = 23
    Symbol of Pain is recharged

    Summary:
    Random Items 2 (Bird Feather Token), 5 (Sunrod) are acquired.
    Random Items 3, 4 are banished.
    Altar of Riddles 3 is banished.
    Silver Forge 1 is acquired.
    Aric receives and recharges Bird Feather Token.
    Aric receives Shattertouch Shotel +2.
    Raz banishes Curse of Blindness.

    Board Status:
    Most Recent BR Refresh
    3 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair)
    Level 3/4/5 are in Altar of Riddles, need level 1/2

    Notes for Aric: Receive Bird Feather Tokens (recharged) and Shattertouch Shotel +2
    Notes for Raz: Banish Curse of Darkness
    Notes for Mavaro: Harrow Deck *not* used

    Seoni - Altar of Riddles 1-2 (shuffled) + 4 (on bottom) remain // 1=Sky Pharaoh Guardian, 2=Symbol of Fear, 4=Fate Blade. Create Mindscape is displayed here.
    Aric, Mavaro - Ruined Temple 2-10 remain
    Stonework Passages 1-11 remain
    Raz - Silver Forge 6-12 remain // Find Traps is on bottom.
    Ezren - Great Library of Tephu 1-6 remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair 1-8 remain // all cards in the location are known, in order.
    Vault of Hidden Wisdom 1-10 remain // 1=Blast Glyph 2=Lightning Storm


    Male Human Vigilante Deck Handler
    Aric at Ruined Temple wrote:

    Aric Hand Size 7: Shadowless Sword 2 (Weapon), Mask of the Red Raven (Item), Shark Skin Armor (Armor), Parade Armor (Armor), Ring of Stony Flesh (Item), Blessing of the Midnight Lord (Blessing), Maftet Hunter (Ally), Shattertouch Shotel +2 ()

    Deck: 15 Discard: 1 Buried: 0
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5C
    Kit: Sawtooth Sabre +2 (Weapon), Vampiric Backsword +3 (Weapon), Blessing of Asmodeus (Blessing)

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

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.

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


    Hero Points:3

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

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

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen (proxy with Fire Spirits) equal to the number of players.
    Shuffle 1 card from this stack into each location deck.

    At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

    When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

    When closing a location, before closing, search the location deck and
    choose 1 card; shuffle it into another location deck.
    At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Additional Rules: Adventure rewards:
    - 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
    - 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.

    Displayed Elusive Knowledge: 3

    Warrior Dolls:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Elegiac Compass:

    Henchman
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

    Tephu Librarian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

    Keferuzagra:

    Henchman
    Type: Monster
    Traits: Dragon Electricity
    To Defeat: Combat 11 THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

    Sky Pharaoh Guardian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 5

    Turn: 8, Ezren/AbrahamZ

    Scourge Table:

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

    Random Cards:

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

    Spoiler:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

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

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

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

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

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

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

    Spoiler:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

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

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

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

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

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

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

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

    Spoiler:
    Sands of Time
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

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

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

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

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

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

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

    Spoiler:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Items
    Spoiler:
    Potion of Healing
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    Healing
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

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

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

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

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

    Allies
    Spoiler:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Spoiler:
    Tarworks Master
    MM
    Ally B
    Traits:
    Dwarf
    To Acquire:
    Craft
    Charisma
    Diplomacy 10
    Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

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

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Spoiler:
    Honaire
    MM
    Loot B
    Type: Ally
    Traits:
    Undead
    Phantom
    Owner: Estra
    To Acquire:
    None None
    Put this card on top of your deck to draw a spell from your discard pile.
    Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
    When you would discard this card as damage, recharge it instead.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/20100:
    Spoiler:
    Hourglass Card 1 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 2 Raz/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 3 Mavaro/NathanDavis
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 4 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 4 Seoni/EmpTyger
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 5 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Ezren/AbrahamZ
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/20100:
    Spoiler:
    Hourglass Card 6 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 7 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 8 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 8 Mavaro/NathanDavis
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 9 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 9 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Ezren/AbrahamZ
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 11 Aric/20100:
    Spoiler:
    Hourglass Card 11 Aric/20100
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 12 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 12 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 13 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 14 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 15 Ezren/AbrahamZ
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Aric/20100:
    Spoiler:
    Hourglass Card 16 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 17 Raz/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 18 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 18 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 19 Seoni/EmpTyger
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 20 Ezren/AbrahamZ
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 21 Aric/20100:
    Spoiler:
    Hourglass Card 21 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 22 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 22 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Create Mindscape, Sky Pharaoh Guardian, Symbol of Fear, Fate Blade, Known Card Tiers: 3,4,5

    Altar of Riddles Card 1:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Altar of Riddles Card 2:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 3 (Fate Blade):
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, Mavaro/NathanDavis, None
    Ruined Temple Card 1:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ruined Temple Card 2:
    Bronze Sentinel
    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
    Ruined Temple Card 3:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Ruined Temple Card 4:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Ruined Temple Card 5:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Ruined Temple Card 6:
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 7:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 8:
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Ruined Temple Card 9:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #3: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Burglar's Buckler
    MM
    Armor 1
    Traits:
    Shield
    To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Stonework Passages Card 2:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 3:
    Plasma Ooze
    MM
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Stonework Passages Card 4:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 5:
    Tephu Librarian
    MM
    Henchman 3
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat
    Wisdom
    Knowledge
    Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits.
    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
    If undefeated, move to a random other location.
    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 7:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Stonework Passages Card 8:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.
    Stonework Passages Card 9:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Stonework Passages Card 10:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 11:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.

    Location #4: Silver Forge
    At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/eddiephlash, Find Traps
    Silver Forge Card 1:
    Keferuzagra
    MM
    Henchman 4
    Type: Monster
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 11
    THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
    Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
    After you act, bury all allies in your discard pile and recharge all allies in your hand.
    Silver Forge Card 2:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Silver Forge Card 3:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
    Silver Forge Card 4:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Silver Forge Card 5:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Silver Forge Card 6:
    Life Lantern
    MM
    Loot 5
    Type: Item
    Traits:
    Object
    Attack
    Magic
    Divine
    To Acquire:
    None
    For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
    Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
    Silver Forge Card 7 (Find Traps):
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #5: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Ezren/AbrahamZ, Sun Falcon, Stone Weasel, Safety Bubble
    Great Library of Tephu Card 1:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
    Great Library of Tephu Card 2:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Great Library of Tephu Card 3:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 4:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 5:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    Great Library of Tephu Card 6:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Location #6: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sculptors Lair Card 1 (Twitch Tonic):
    Twitch Tonic
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    IntelligenceCraft 6
    Discard this card to examine the top card of your location deck, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
    Sculptors Lair Card 2 (Elegiac Compass):
    Elegiac Compass
    MM
    Henchman 2
    Type: Barrier
    Traits:
    Object
    To Defeat:
    Intelligence
    Craft 11
    OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    If defeated, display this card next to the scenario.
    Sculptors Lair Card 3 (Khamsin Coat):
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 4 (Osirion Ancestor):
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Sculptors Lair Card 5 (Desert Trapper):
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sculptors Lair Card 6 (Galvanic Kopis +2):
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 7 (Fiendish Sphinx):
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sculptors Lair Card 8 (Ice Storm):
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Location #7: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Vault of Hidden Wisdom Card 1 (Blast Glyph):
    Blast Glyph
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Vault of Hidden Wisdom Card 2 (Lightning Storm):
    Lightning Storm
    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Vault of Hidden Wisdom Card 3:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Vault of Hidden Wisdom Card 4:
    Shocking Scimitar +2
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    Vault of Hidden Wisdom Card 5:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vault of Hidden Wisdom Card 6:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Vault of Hidden Wisdom Card 7:
    Speak with Dead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Undead
    To Acquire:
    Wisdom
    Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 8:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Vault of Hidden Wisdom Card 9:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Vault of Hidden Wisdom Card 10:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.


    Human Wizard (Tier 4.0) | Ezren's Deck //

    It is the hour of Horus

    Acadamae Scholar: At the start of your turn, reveal to heal the ally Acadamae Student.

    Scenario Power: At the start of your turn, examine the top card of your location deck = Library 1 = Monstrous Physique (Spell 5); if it does not have the Trigger trait, put it on the bottom of an open location deck. Altar of Riddles already has an AD 5 card, so put it on the bottom of Vault of Hidden Wisdom.

    Send Channel the Gift to Recovery to search my deck for Vision and draw it. My deck is shuffled.

    Ezren power: after playing Arcane spell, examine top of own deck - Channel the Gift 2 - draw it.

    Send Vision to Recovery to examine all of Vault of Hidden Wisdom
    Card 1: Blast Glyph (trigger!)
    Arcane 10, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (4) + 6 + (4) + 1 = 15 No damage
    Cards 2-11: Lightning Storm, Coffer Corpse, Shocking Scimitar +2, Warrior Dolls, Shocking Chest, Speak with Dead, Blessing of Thoth, Channel the Gift, Elusive Knowledge (trigger!), Monstrous Physique.
    Elusive Knowledge is displayed next to the scenario.
    Draw Random Spell 1 = Pillar of Life

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

    Recharge Samisen to examine top 3 of Silver Forge: Keferuzagra, Earth Ossumental (trigger!)
    When you examine this card, each character at your location is dealt 1d4 Acid damage.
    Acid dmg: 1d4 ⇒ 2
    Safety Bubble reduces by: 1d4 ⇒ 2
    Shuffle this monster into a random open location deck.
    Random open location, starting with Altar: 1d7 ⇒ 2
    Forge 2 (Earth Ossumental) shuffled into Ruined Temple
    Continue Samisen examine: Silver Forge 3 is: Alchemist's Suit

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

    Send Channel the Gift 2 to Recovery to search own deck for Scrying and draw it, then shuffle own deck.

    Free explore:

    Vault of Hidden Wisdom Card 1 is Blast Glyph:

    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

    Arcane 10 (16), spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (4) + 6 + (4) + 1 = 15 banished

    Send Scrying to Recovery to examine top 3 of location, looking for Monster. Reload Coffer Corpse and shuffle the rest of the location.

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

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

    Knowledge 7, spellbook: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (2) = 9

    Vault of Hidden Wisdom Card 3 is Coffer Corpse:

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

    Send Death's Touch to Recovery
    Combat 8, scholar: 1d12 + 6 + 3d6 + 3 + 1 ⇒ (10) + 6 + (5, 5, 2) + 3 + 1 = 32
    Then...
    Combat 10: 1d4 ⇒ 4
    Discard (due to Light Armor proficiency) Akhentepi's Armor to reduce 6 Combat dmg to 0
    Death's Touch power: If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. - Coffer Corpse is defeated. Shuffle into Altar of Riddles.

    Location Power: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Knowledge 7, spellbook: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18

    Location is shuffled, 11 is Monstrous Physique: 1d11 ⇒ 11

    Bottom card of Vault (formerly from Great Library of Tephu Card 1) is Monstrous Physique:

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

    Arcane 13, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (4) + 6 + (2) + 1 = 13

    Ezren Power: When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.

    Shuffled location: 1d8 + 1 ⇒ (7) + 1 = 8

    Vault of Hidden Wisdom Card 8 is Blessing of Thoth:

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

    Knowledge 10, spellbook: 1d12 + 5 + 1d4 ⇒ (3) + 5 + (4) = 12

    Discard Unwrapped Harmony to examine top 3 of location and reorder, then explore

    Shuffled location: 1d8 + 1 ⇒ (4) + 1 = 5 Warrior Dolls
    Shuffled location: 1d8 + 1 ⇒ (1) + 1 = 2 Lightning Storm
    Shuffled location: 1d8 + 1 ⇒ (1) + 1 = 2
    Shuffled location: 1d8 + 1 ⇒ (7) + 1 = 8
    Shuffled location: 1d8 + 1 ⇒ (8) + 1 = 9 Channel the Gift

    Reorder as Channel the Gift, Warrior Dolls, Lightning Storm

    Vault of Hidden Wisdom Card 9 is Channel the Gift:

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

    Arcane 12, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (6) + 6 + (4) + 1 = 17

    Ezren Power: When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.

    Vault of Hidden Wisdom Card 5 is Warrior Dolls:

    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Send Disintegrate to Recovery
    Combat 10+5+5=20 (22), scholar: 1d12 + 6 + 4d6 + 1 ⇒ (6) + 6 + (5, 4, 5, 2) + 1 = 29

    Send Channel the Gift 3 to Recovery to search deck for Fire Snake and draw it. Shuffle own deck.

    When Closing: Summon and defeat a random barrier.

    Random Barrier 1 is The Evil Eye:

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

    Discard Blessing of Thoth to add 1 die
    Arcane 6+5+5=16 (22), spellbook, scholar: 2d12 + 6 + 1d4 + 1 ⇒ (1, 3) + 6 + (3) + 1 = 14
    Spend 1 hero point to reroll - only 1 hero point remaining :-(
    Arcane 6+5+5=16 (22), spellbook, scholar: 2d12 + 6 + 1d4 + 1 ⇒ (2, 11) + 6 + (3) + 1 = 23
    Location closed but suffer a scourge
    Scourge: 1d8 + 1 ⇒ (8) + 1 = 9
    Curse of Blindness

    Scenario Power: When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck. Choose Shocking Scimitar and shuffle it into Ruined Temple. Other cards at Vault are banished.

    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    Knowledge 7, spellbook: 1d12 + 5 + 1d4 ⇒ (7) + 5 + (1) = 13
    Recharge Chain Lightning

    End turn

    Scenario Power: At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters (n/a), you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Recovery Phase:

    Recharge Channel the Gift? Arcane 14, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (6) + 6 + (1) + 1 = 14
    Recharge Vision? Arcane 15, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (2) + 6 + (1) + 1 = 10
    Recharge Channel the Gift 2? Arcane 14, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (8) + 6 + (4) + 1 = 19
    Recharge Scrying? Arcane 16, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (5) + 6 + (3) + 1 = 15
    Recharge Death's Touch? Arcane 13, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (7) + 6 + (2) + 1 = 16
    Recharge Disintegrate? Arcane 16, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (5) + 6 + (1) + 1 = 13
    Recharge Channel the Gift 3? Arcane 14, spellbook, Scholar: 1d12 + 6 + 1d4 + 1 ⇒ (4) + 6 + (1) + 1 = 12

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

    Start of Aric's turn: recharge Samisen to examine top 3 of Stonework Passages: Burglar's Buckler, Killing Box, Plasma Ooze

    "Board Status
    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/3/4/5 are in Altar of Riddles, need level 2

    Notes for Raz: Banish Curse of Darkness
    Notes for Mavaro: Harrow Deck *not* used

    Seoni - SHUFFLED Altar of Riddles // 1=Sky Pharaoh Guardian, 2=Symbol of Fear, 4=Fate Blade. Vault 3 (Coffer Corpse) is shuffled in here. Create Mindscape is displayed here.
    Aric, Mavaro - SHUFFLED Ruined Temple 1-9 and Forge 2 (Earth Ossumental) remain // Forge 2 (Earth Ossumental) and Vault 4 (Shocking Scimitar +2) shuffled into the location)
    Stonework Passages // 1=Burglar's Buckler, 2=Killing Box, 3=Plasma Ooze
    Raz - Silver Forge 1, 3-7 remain // 1=Keferuzagra, 3=Alchemist's Suit, 7=Find Traps (on bottom)
    Great Library of Tephu 2-6 remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair // all cards in the location are known, in order.
    Ezren - Vault of Hidden Wisdom CLOSED"

    "

    Ezren wrote:

    Hand: Monstrous Physique, Elemental Skin, Fire Snake, Pillar of Life, Spellbook, Ring of Protection (Core), Arcane Robes, Acadamae Scholar, Bound Imp,

    Displayed: Create Mindscape, Safety Bubble, Curse of Blindness,
    Deck: 9 Discard: 9 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Hero Points: 1
    Paizo merch reroll: Used
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Create Mindscape: displayed at Altar of Riddles to +1d4 for local Int/Wis/Cha checks until the location is closed.

    Safety Bubble displayed at Great Library until location closes

    Don't use Monstrous Physique without checking with me due to size of my discards

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acute Senses, Ice and Fire, Acadamae Student, Icy Prison
    Recharged: Chain Lightning (Core), Channel the Gift, Channel the Gift 2, Death's Touch (Core), Samisen of Oracular Vision,
    Discard Pile: Meehr Zet, Akhentepi's Armor, Library Curator, Vision, Unwrapped Harmony, Blessing of Thoth, Scrying, Disintegrate, Channel the Gift 3,
    Buried Pile:

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

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

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


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen (proxy with Fire Spirits) equal to the number of players.
    Shuffle 1 card from this stack into each location deck.

    At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

    When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

    When closing a location, before closing, search the location deck and
    choose 1 card; shuffle it into another location deck.
    At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Additional Rules: Adventure rewards:
    - 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
    - 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.

    Displayed Elusive Knowledge: 4

    Warrior Dolls:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Elegiac Compass:

    Henchman
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

    Tephu Librarian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

    Keferuzagra:

    Henchman
    Type: Monster
    Traits: Dragon Electricity
    To Defeat: Combat 11 THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

    Sky Pharaoh Guardian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 5

    Turn: 9, Aric/20100

    Scourge Table:

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

    Random Cards:

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

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

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

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

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

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

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

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

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

    Spoiler:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    If defeated, you may explore your location.

    Weapons
    Spoiler:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

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

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

    Spoiler:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Items
    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

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

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

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

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

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

    Spoiler:
    Khelru
    MM
    Ally 1
    Traits:
    Human
    Cleric
    To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 1 Raz/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 2 Mavaro/NathanDavis
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 3 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 3 Seoni/EmpTyger
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 4 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Ezren/AbrahamZ
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Aric/20100:
    Spoiler:
    Hourglass Card 5 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 6 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 7 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 7 Mavaro/NathanDavis
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 8 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 8 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 9 Ezren/AbrahamZ
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 10 Aric/20100:
    Spoiler:
    Hourglass Card 10 Aric/20100
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 11 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 11 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 12 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 13 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Ezren/AbrahamZ
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Aric/20100:
    Spoiler:
    Hourglass Card 15 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 16 Raz/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 17 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 17 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 18 Seoni/EmpTyger
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 19 Ezren/AbrahamZ
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 20 Aric/20100:
    Spoiler:
    Hourglass Card 20 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 21 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Create Mindscape, Sky Pharaoh Guardian, Symbol of Fear, Fate Blade, Known Card Tiers: 1, 3,4,5 , Coffer Corpse

    Altar of Riddles Card 1:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 2:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Altar of Riddles Card 3:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Altar of Riddles Card 4:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 2 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, Mavaro/NathanDavis, Shocking Scimitar
    Ruined Temple Card 1:
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Ruined Temple Card 3:
    Bronze Sentinel
    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
    Ruined Temple Card 4:
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Ruined Temple Card 6:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ruined Temple Card 7:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Ruined Temple Card 8:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 10:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Ruined Temple Card 11:
    Shocking Scimitar +2
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Location #3: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Burglar's Buckler
    MM
    Armor 1
    Traits:
    Shield
    To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Stonework Passages Card 2:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 3:
    Plasma Ooze
    MM
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Stonework Passages Card 4:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 5:
    Tephu Librarian
    MM
    Henchman 3
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat
    Wisdom
    Knowledge
    Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits.
    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
    If undefeated, move to a random other location.
    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 7:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Stonework Passages Card 8:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.
    Stonework Passages Card 9:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Stonework Passages Card 10:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 11:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.

    Location #4: Silver Forge
    At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/eddiephlash, Find Traps
    Silver Forge Card 1 (Keferuzagra):
    Keferuzagra
    MM
    Henchman 4
    Type: Monster
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 11
    THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
    Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
    After you act, bury all allies in your discard pile and recharge all allies in your hand.
    Silver Forge Card 2 (Alchemist's Suit):
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
    Silver Forge Card 3:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Silver Forge Card 4:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Silver Forge Card 5:
    Life Lantern
    MM
    Loot 5
    Type: Item
    Traits:
    Object
    Attack
    Magic
    Divine
    To Acquire:
    None
    For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
    Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
    Silver Forge Card 6 (Find Traps):
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #5: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Sun Falcon, Stone Weasel, Safety Bubble
    Great Library of Tephu Card 1:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Great Library of Tephu Card 2:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 3:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 4:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    Great Library of Tephu Card 5:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Location #6: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sculptors Lair Card 1 (Twitch Tonic):
    Twitch Tonic
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    IntelligenceCraft 6
    Discard this card to examine the top card of your location deck, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
    Sculptors Lair Card 2 (Elegiac Compass):
    Elegiac Compass
    MM
    Henchman 2
    Type: Barrier
    Traits:
    Object
    To Defeat:
    Intelligence
    Craft 11
    OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    If defeated, display this card next to the scenario.
    Sculptors Lair Card 3 (Khamsin Coat):
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 4 (Osirion Ancestor):
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Sculptors Lair Card 5 (Desert Trapper):
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sculptors Lair Card 6 (Galvanic Kopis +2):
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 7 (Fiendish Sphinx):
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sculptors Lair Card 8 (Ice Storm):
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Location #7: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ


    Male Human Vigilante Deck Handler

    Scenario power: examine top card of location: Acid Splash. Spell 0. Recharge at Sculptors Lair.
    Switch to Red Raven.

    No move.
    Use power to examine location: Ruined Temple Card 2 is Earth Ossumental.
    Trigger:
    Red Raven’s Acid Damage: 1d4 ⇒ 1
    Display Parade Armor to reduce damage by 3.
    Mavaro needs to deal with the d4 acid damage too.

    Use Red Raven power to encounter the monster.
    Recharge Shark Skin Armor to add a die on Acrobatics
    Acrobatics 13: 2d10 + 6 ⇒ (5, 2) + 6 = 13
    Mavaro needs to deal with the DEX/Acrobatics 13, d4 acid damage on failure too.

    Reveal Shadowless Sword 2 for Melee+d8+2, reload Ring of Stony Flesh to add a d6
    Combat 19: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (8) + 7 + (1) + 2 + (1) = 19
    The monster is banished (no shuffling as it leaves the stack).

    Switch back to Aric.

    Discard Maftet Hunter to explore, use power so that it is recharged instead.

    Ruined Temple Card 3: Bronze Sentinel:

    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.

    No check to acquire so the card is banished.

    End turn.
    Draw 3 cards
    Parade Armor is buried.

    Aric at Ruined Temple wrote:

    Aric Hand Size 7: Shadowless Sword 2 (Weapon), Mask of the Red Raven (Item), Blessing of the Midnight Lord (Blessing), Shattertouch Shotel +2 (), Ring of Stony Flesh (Item), Silken Ceremonial Armor (Armor), Hand of the Honest Man (Loot Item)

    Deck: 15 Discard: 1 Buried: 1
    Notes: You can use my cards if needed (including the blessings)

    Reroll unused in 4-5C
    Kit: Sawtooth Sabre +2 (Weapon), Vampiric Backsword +3 (Weapon), Blessing of Asmodeus (Blessing)

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

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.

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


    Hero Points:3

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

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

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen (proxy with Fire Spirits) equal to the number of players.
    Shuffle 1 card from this stack into each location deck.

    At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

    When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

    When closing a location, before closing, search the location deck and
    choose 1 card; shuffle it into another location deck.
    At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Additional Rules: Adventure rewards:
    - 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
    - 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.

    Displayed Elusive Knowledge: 4

    Warrior Dolls:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Elegiac Compass:

    Henchman
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

    Tephu Librarian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

    Keferuzagra:

    Henchman
    Type: Monster
    Traits: Dragon Electricity
    To Defeat: Combat 11 THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

    Sky Pharaoh Guardian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 5

    Turn: 10, Raz/eddiephlash

    Scourge Table:

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

    Random Cards:

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

    Spoiler:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

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

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

    Spoiler:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

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

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

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

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

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

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

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

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

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

    Allies
    Spoiler:
    Honaire
    MM
    Loot B
    Type: Ally
    Traits:
    Undead
    Phantom
    Owner: Estra
    To Acquire:
    None None
    Put this card on top of your deck to draw a spell from your discard pile.
    Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
    When you would discard this card as damage, recharge it instead.

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/20100:
    Spoiler:
    Hourglass Card 4 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 5 Raz/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 6 Mavaro/NathanDavis
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Ezren/AbrahamZ
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 9 Aric/20100:
    Spoiler:
    Hourglass Card 9 Aric/20100
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 10 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 10 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 11 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 11 Mavaro/NathanDavis
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Ezren/AbrahamZ
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/20100:
    Spoiler:
    Hourglass Card 14 Aric/20100
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 15 Raz/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 16 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 16 Mavaro/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 17 Seoni/EmpTyger
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Ezren/AbrahamZ
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 19 Aric/20100:
    Spoiler:
    Hourglass Card 19 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 20 Raz/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Create Mindscape, Sky Pharaoh Guardian, Symbol of Fear, Fate Blade, Known Card Tiers: 1, 3,4,5 , Coffer Corpse

    Altar of Riddles Card 1:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 2:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Altar of Riddles Card 3:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Altar of Riddles Card 4:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Aric/20100, Mavaro/NathanDavis, Shocking Scimitar
    Ruined Temple Card 1:
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Ruined Temple Card 3:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ruined Temple Card 4:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Ruined Temple Card 5:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 6:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 7:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Ruined Temple Card 8:
    Shocking Scimitar +2
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Location #3: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Burglar's Buckler
    MM
    Armor 1
    Traits:
    Shield
    To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Stonework Passages Card 2:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 3:
    Plasma Ooze
    MM
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Stonework Passages Card 4:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 5:
    Tephu Librarian
    MM
    Henchman 3
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat
    Wisdom
    Knowledge
    Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits.
    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
    If undefeated, move to a random other location.
    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 7:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Stonework Passages Card 8:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.
    Stonework Passages Card 9:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Stonework Passages Card 10:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 11:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.

    Location #4: Silver Forge
    At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/eddiephlash, Find Traps
    Silver Forge Card 1 (Keferuzagra):
    Keferuzagra
    MM
    Henchman 4
    Type: Monster
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 11
    THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
    Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
    After you act, bury all allies in your discard pile and recharge all allies in your hand.
    Silver Forge Card 2 (Alchemist's Suit):
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
    Silver Forge Card 3:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.
    Silver Forge Card 4:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Silver Forge Card 5:
    Life Lantern
    MM
    Loot 5
    Type: Item
    Traits:
    Object
    Attack
    Magic
    Divine
    To Acquire:
    None
    For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
    Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
    Silver Forge Card 6 (Find Traps):
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #5: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Sun Falcon, Stone Weasel, Safety Bubble
    Great Library of Tephu Card 1:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Great Library of Tephu Card 2:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 3:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 4:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
    Great Library of Tephu Card 5:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Location #6: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sculptors Lair Card 1 (Twitch Tonic):
    Twitch Tonic
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    IntelligenceCraft 6
    Discard this card to examine the top card of your location deck, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
    Sculptors Lair Card 2 (Elegiac Compass):
    Elegiac Compass
    MM
    Henchman 2
    Type: Barrier
    Traits:
    Object
    To Defeat:
    Intelligence
    Craft 11
    OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    If defeated, display this card next to the scenario.
    Sculptors Lair Card 3 (Khamsin Coat):
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 4 (Osirion Ancestor):
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Sculptors Lair Card 5 (Desert Trapper):
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sculptors Lair Card 6 (Galvanic Kopis +2):
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 7 (Fiendish Sphinx):
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sculptors Lair Card 8 (Ice Storm):
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Sculptors Lair Card 9 (Acid Splash):
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Location #7: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Cured of blindness, thanks Seoni!

    Start turn. Hour is Ancient. Examine top card: Keferuzagra. Send it to Sculptor's Lair. Stay here. Explore next card: Alchemist's Suit. Use Diplomacy. Discard top of deck for paladin power: Spellsword +2.
    Diplo 7: 1d10 + 4 + 1d6 + 2 ⇒ (9) + 4 + (6) + 2 = 21 Acquired, shuffle into Altar of Riddles, to round out our needed tiers.

    Discard Warhorse to explore: Mumia Smugglers.
    Diplo 8: 1d10 + 4 ⇒ (1) + 4 = 5 Banished

    End turn. Reset hand, drawing 1.

    Raz wrote:

    Hand: Mass Cure, Frost Lance +2, Thousand Stings Whip, Warhorse 2, Blessing of Gozreh, Blessing of the Lord in Iron,

    Displayed:
    Deck: 12 Discard: 6 Buried: 0
    Hero Points: 3
    Shirt reroll: used
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

    Role: Fair Trader
    Favored Card: Ally
    Hand Size: 4 ☑ 5☑ 6
    Proficiencies:
    Armors, Weapons, Divine
    Powers:
    You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
    On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
    □ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []

    "Board Status
    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/3/4/5 are in Altar of Riddles, need level 2

    Notes for Mavaro: Harrow Deck *not* used

    Seoni - SHUFFLED Altar of Riddles // 1=Sky Pharaoh Guardian, 2=Symbol of Fear, 4=Fate Blade. Vault 3 (Coffer Corpse) is shuffled in here. Create Mindscape is displayed here. Alchemist's Suit shuffled from Silver Forge
    Aric, Mavaro - Ruined Temple // Forge 2 (Earth Ossumental) and Vault 4 (Shocking Scimitar +2) shuffled into the location)
    Stonework Passages // 1=Burglar's Buckler, 2=Killing Box, 3=Plasma Ooze
    Raz - Silver Forge 3-6 remain // 6=Find Traps (on bottom)
    Great Library of Tephu // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair // all cards in the location are known, in order. Keferuzagra recharged from Silver Forge
    Ezren - Vault of Hidden Wisdom CLOSED"


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Just noting, for the next BR update, that the top 3 cards of Stonework Passages are known (from Ezren's Samisen at the beginning of Aric's turn). These are currently reflected in the party tracker, but not on the board itself. Fyi.


    Deck Handler // Searching for: Item 5 > Weapon 5 > Ally 5

    Off turn, sprayed with Ossumental acid..
    Acid Damage: 1d4 ⇒ 22 Acid Damage. Discard Staff of the Uraeus and Entice

    BYA Acid Attack. Display Call Spirit. Recharge The Missing Eye to Reload Blessing of the Vaultmaster. Recharge Knot of Isis

    Dexterity Knowledge 13: 1d8 + 4 + 1d4 + 1d8 ⇒ (3) + 4 + (2) + (4) = 13 Very close but fool me twice, shame on me!

    Hour of of Wadjet

    Start of turn, examine Ruined Temple, Augury recharge it to the bottom of Silver Forge


    Recharge Wayfinder to move to Silver Forge and examine:
    Silver Forge Card 4: Falcon Crown
    Silver Forge Card 5: Life Lantern


    Move to Stonework Passages
    Free explore and encounter Burglar's Buckler. Call Spirit

    Disable 6: 1d8 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12 Acquire and banish to Transmogrify into Steel Ibis Lamellar

    Discard Cleric of Nethys to examine:
    Killing Box
    Plasma Ooze
    Keep in that order, explore and encounter Killing Box
    Recharge Steel Ibis Lamellar to reload Flawless Monocle. Call Spirit

    Perception Knowledge 13: 1d8 + 6 + 1d6 + 1d8 ⇒ (3) + 6 + (2) + (7) = 18 Banished!

    Banish Harrow Deck to recovery to examine Stonework Passages
    Stonework Passages Card 3: Plasma Ooze
    Stonework Passages Card 4: Toxic Geyser
    Stonework Passages Card 5: Tephu Librarian
    Put Tephu Librarian on top!

    Recovery Harrow Deck Perception Knowledge 12: 1d8 + 6 + 1d6 ⇒ (8) + 6 + (1) = 15 Recharged
    Recovery Call Spirit Perception Knowledge 9: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15 Recharged

    Mavaro picks apart some more of the last mysteries. Disabling a troubling box as well.

    Mavaro wrote:

    Hand: Flawless Monocle, Bird Feather Tokens, Shadowless Sword, Symbol of Fortune, Cure, Blessing of Anubis, The Missing Eye, Wayfinder,

    On Top: Karyukai Tea Set
    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    "Notes: Blessing available
    Cure Available
    Symbol of Fortune: On any check, after the roll, discard this card to add or subtract 3 from the result."
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [X]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Knowledge 1d8 + 4 + 1d6
    Diplomacy 1d8 + 4 + 1d6

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☑ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Board Status

    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/2/3/4/5 are in Altar of Riddles

    Seoni - SHUFFLED Altar of Riddles 1-4, Alchemists Suit remain // 1=Sky Pharaoh Guardian, 2=Symbol of Fear, 4=Fate Blade. Vault 3 (Coffer Corpse) is shuffled in here. Create Mindscape is displayed here. plus Alchemist's Suit shuffled from Silver Forge
    Aric - Ruined Temple 2-8 remain // Shocking Scimitar +2
    Mavaro - Stonework Passages 5,3,4,6-11 remain // 5=Tephu Librarian, 3=Plasma Ooze, 4, Toxic Geyser, Elusive Knowledge is here!
    Raz - Silver Forge 4-6, Augury remain // 4=Falcon Crown. 5=Life Lantern, 6=Find Traps, Augury on the bottom
    Great Library of Tephu 1-5 remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair 1-8, Keferuzagra remain // all cards in the location are known, in order. Keferuzagra recharged from Silver Forge
    Ezren - Vault of Hidden Wisdom CLOSED


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    Hourglass 2: Maat o'clock
    Altar of Wishes: Guessing blessing
    Shuffled Altar of Riddles (5=Alchemist's Suit): 1d5 ⇒ 4
    Examining Altar of Riddles 4: Coffer Corpse

    Coffer Corpse:
    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.

    Examining Altar of Riddles 4: Coffer Corpse
    Coffer Corpse:
    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.

    Recharging Coffer Corpse into Altar of Riddles
    Moving to Stonework Passage

    The lawful neutral sorcerer left the altar in the same condition that she found it.

    Exploring Stonework Passages 5: Tephu Librarian

    Tephu Librarian:
    Henchman 3
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat
    Wisdom
    Knowledge
    Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits.
    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
    If undefeated, move to a random other location.
    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

    Revealing Neferekhu
    Knowledge 12: 3d8 + 4 ⇒ (2, 7, 6) + 4 = 19
    Neferekhu: Revealing Binder's Tome, revealing Headband of Alluring Charisma
    Diplomacy 8: 1d12 + 5 + 1d4 + 1 ⇒ (5) + 5 + (1) + 1 = 12
    Tephu Librarian is banished. Drawing Random Item 1: Ring of the Godless

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

    Leaving Stonework Passages open
    A librarian approached Seoni in the passage. "The riddle has not been solved yet." Neferekhu's retort was quick. "THE ANSWER WILL BE REVEALED WHEN I AM READY!"

    Discarding Cleric of Nethys to examine Stonework Passages 3: Plasma Ooze, Stonework Passages 4: Toxic Geyser

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

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

    Using Cleric of Nethys to explore Stonework Passages 3: Plasma Ooze
    Plasma Ooze:
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.

    Seoni cannot make a STR 13 check. (No weapons in hand)
    Revealing and recharging Sunrod, revealing Headband of Alluring Charisma
    Combat 20: 1d12 + 5 + 3d6 + 1 ⇒ (7) + 5 + (6, 2, 2) + 1 = 23
    Plasma Ooze is banished

    The mystic used the sunrod to clear the ooze from the passage. "Plasma above and plasma below," observed Eltin. "It will inevitably erupt again."
    Seoni smiled. "I suspected Neferekhu will have something to say about inevitability."

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Life Leech, Headband of Alluring Charisma, Named Bullet, Ring of the Godless,

    Displayed:
    Deck: 15 Discard: 5 Buried: 0
    Notes: Seoni autosucceeds at Neferekhu's Diplomacy check, so use without hesitation.
    Ask before using:
    Can use without asking: Binder's Tome; Neferekhu

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1
    -- Craft: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [X] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Hero points: 6

    Summary:
    Random Item 1 (Ring of the Godless) is acquired.
    Altar of Riddles 4 (Coffer Corpse) is recharged into Altar of Riddles.
    Stonework Passages 3, 5 are banished.
    Seoni is at Stonework Passages.

    Board Status:
    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/2/3/4/5 are in Altar of Riddles

    Notes for Raz: Maybe use a blessing to retcon Mavaro's Call Spirit?

    SHUFFLED Altar of Riddles 1-3 + Alchemists Suit (shuffled), 4 on bottom remain // Create Mindscape is displayed here. 4=Coffer Corpse. Alchemist's Suit from Silver Forge). Contains 1/2/3/4/5
    Aric - Ruined Temple 2-8 remain // Shocking Scimitar +2
    Mavaro, Seoni - Stonework Passages 4,6-11 remain // 4=Toxic Geyser, Elusive Knowledge is here!
    Raz - Silver Forge 4-6, Augury remain // 4=Falcon Crown. 5=Life Lantern, 6=Find Traps, Augury (from Ruined Temple)
    Great Library of Tephu 1-5 remain // Sun Falcon, Stone Weasel. Safety Bubble is displayed here.
    Sculptors Lair 1-8, Keferuzagra remain // all cards in the location are known, in order. Keferuzagra recharged from Silver Forge
    Ezren - Vault of Hidden Wisdom CLOSED


    Human Wizard (Tier 4.0) | Ezren's Deck //

    At the end of Seoni's turn: Banish Bound Imp to Recovery to draw 2 cards - Ice and Fire, Acute Senses

    Recharge Bound Imp? Arcane 8, spellbook, scholar: 1d12 + 6 + 1d4 + 1 ⇒ (5) + 6 + (1) + 1 = 13

    It is the hour of Ra Abadar (see below).

    Curse of Blindness: after you advance the blessings deck (discarding Ra), discard a blessing or discard the top card of the blessings deck. No blessing in hand so must discard top card of the blessings deck. Hourglass 4 (Abadar) is discarded. Hourglass will be off by 1 PC until BR has a chance to update.

    Scenario Power: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck. N/A due to being at a closed location with no cards remaining.

    Move: Great Library
    Location Power: If you fail to acquire a boon, shuffle it into this location deck.

    Display Pillar of Life at Great Library

    Pillar of Life: instead of free explore, heal 1d4+1 cards
    Healing: 1d4 + 1 ⇒ (3) + 1 = 4

    Display Acute Senses

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

    Discard Scholar to explore

    Great Library of Tephu Card 1 is Sky Pharaoh Guardian:

    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.

    Card type can't be played: 1d6 ⇒ 6

    Banish Ice and Fire to Recovery
    Combat 21, scholar: 1d12 + 6 + 2d8 + 3 + 1d4 ⇒ (7) + 6 + (1, 6) + 3 + (1) = 24

    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    Knowledge 6, spellbook: 1d12 + 5 + 1d4 ⇒ (6) + 5 + (4) = 15

    Scenario Powers: When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.Shuffle Blessing of Thoth into Ruined Temple

    Great Library is closed. Remaining cards there are banished. Safety Bubble goes to Recovery.

    When Permanently Closed: On closing, draw a spell from the box. Random Spell 2 is Mistform

    End turn, sending Acute Senses to Recovery and banishing Pillar of Life.

    Scenario Power: At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters (n/a), you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Recovery Phase:
    Recharge Ice and Fire? Arcane 12, spellbook: 1d12 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11
    Recharge Safety Bubble? Arcane 13, spellbook: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12
    Recharge Acute Senses? Arcane 6, spellbook: 1d12 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9

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

    After Aric begins his turn... Recharge Samisen to examine top 3 cards of Stonework Passages: Toxic Geyser, Blessing of the Elements, Elemental Arachnid

    "Board Status
    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/2/3/4/5 are in Altar of Riddles
    Hourglass off by 1 until BR updates.

    Notes for Raz: Maybe use a blessing to retcon Mavaro's Call Spirit? (have noted as Gozreh used)

    SHUFFLED Altar of Riddles 1-3 + Alchemists Suit (shuffled), 4 on bottom remain // Create Mindscape is displayed here. 4=Coffer Corpse. Alchemist's Suit from Silver Forge). Contains 1/2/3/4/5
    Aric - SHUFFLED Ruined Temple 2-8, Blessing of Thoth (from Library) remain // Shocking Scimitar +2, Blessing of Thoth (from Library) is card 9
    Mavaro, Seoni - Stonework Passages 4,6-11 remain // 4=Toxic Geyser, 6=Blessing of the Elements, 7=Elemental Arachnid. Elusive Knowledge is here!
    Raz - Silver Forge 4-6, Augury remain // 4=Falcon Crown. 5=Life Lantern, 6=Find Traps, Augury (from Ruined Temple)
    Ezren - Great Library of Tephu CLOSED
    Sculptors Lair 1-8, Keferuzagra remain // all cards in the location are known, in order. Keferuzagra recharged from Silver Forge
    Vault of Hidden Wisdom CLOSED"

    "

    Ezren wrote:

    Hand: Monstrous Physique, Elemental Skin, Fire Snake, Mistform, Spellbook, Ring of Protection (Core), Arcane Robes, Bound Imp, Blessing of Thoth,

    Displayed: Create Mindscape, Curse of Blindness,
    Deck: 11 Discard: 8 Buried: 0
    Current Location: Great Library
    Hero Points: 1
    Paizo merch reroll: Used
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Create Mindscape: displayed at Altar of Riddles to +1d4 for local Int/Wis/Cha checks until the location is closed.

    Don't use Monstrous Physique without checking with me due to size of my discards

    Mistform: +2 dice vs any Obstacle/Trap barrier

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Channel the Gift 3, Akhentepi's Armor, Death's Touch (Core), Disintegrate, Channel the Gift 2, Acadamae Student, Icy Prison, Chain Lightning (Core), Channel the Gift
    Recharged: Acute Senses, Samisen of Oracular Vision,
    Discard Pile: Meehr Zet, Library Curator, Vision, Unwrapped Harmony, Scrying, Acadamae Scholar, Ice and Fire, Safety Bubble,
    Buried Pile:

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

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

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


    Male Human Vigilante Deck Handler

    Hour of Blessing of Wadjet

    Start of turn: examine Blessing of Thoth. Put it at the bottom of the location.
    Switch to Red Raven.

    No move.
    Use power to examine location top card: Sky Pharaoh Guardian.
    Choose to encounter the monster.
    card type: 1d6 ⇒ 5 Allies
    Reveal Shadowless Sword 2 to use Melee+d8+2. Reload Ring of Stony Flesh to add a d6.
    Combat 21: 1d10 + 7 + 1d8 + 2 + 1d6 ⇒ (8) + 7 + (8) + 2 + (5) = 30
    Defeated.
    Do not attempt to close, as we are looking for boons.

    Switch back to Aric.

    Explore: Blessing of Anubis.
    Recharge Hand of the Honest Man to add a die.
    Diplomacy 11: 2d10 + 7 ⇒ (1, 8) + 7 = 16
    Acquired.

    End turn:
    draw previously reloaded card.

    Aric at Ruined Temple wrote:

    Aric Hand Size 7: Shadowless Sword 2 (Weapon), Mask of the Red Raven (Item), Blessing of the Midnight Lord (Blessing), Shattertouch Shotel +2 (), Silken Ceremonial Armor (Armor), Ring of Stony Flesh (Item), Blessing of Anubis (Blessing)

    Deck: 16 Discard: 1 Buried: 1
    Notes: You can use my cards if needed (avoid using the blessings while Aric is at Ruined Temple, they would bury)

    Reroll unused in 4-5C
    Kit: Sawtooth Sabre +2 (Weapon), Vampiric Backsword +3 (Weapon), Blessing of Asmodeus (Blessing)

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

    Powers
    Hand Size 6 ☑ 7
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ☑ or for its power, you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck. ☑ If it is an ally that has Diplomacy in its check to acquire, draw it.
    When you gain or lose a skill feat or a power feat, do so on both this card and the Red Raven's character card.

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


    Hero Points:3

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

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

    On your combat check, you may discard a card that has the Accessory or Clothing trait or an armor to add 1d8
    Favored Card: None


    During This Adventure: The scourge die is 1d8+1.
    When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
    If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen (proxy with Fire Spirits) equal to the number of players.
    Shuffle 1 card from this stack into each location deck.

    At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

    When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

    When closing a location, before closing, search the location deck and
    choose 1 card; shuffle it into another location deck.
    At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Additional Rules: Adventure rewards:
    - 4-3D: For the rest of the Adventure Path, each character may temporarily replace 1 blessing in her deck with a blessing of her choice from the box. At the end of each scenario, return those blessings to the game box.
    - 4-5B: For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.

    Displayed Elusive Knowledge: 4

    Warrior Dolls:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Elegiac Compass:

    Henchman
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

    Tephu Librarian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

    Keferuzagra:

    Henchman
    Type: Monster
    Traits: Dragon Electricity
    To Defeat: Combat 11 THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

    Sky Pharaoh Guardian:

    Henchman
    Type: Monster
    Traits: Construct
    To Defeat: Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 5

    Turn: 15, Raz/eddiephlash

    Scourge Table:

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

    Random Cards:

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blast Glyph
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

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

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

    Items
    Spoiler:
    Key of the Second Vault
    MM
    Item C
    Traits:
    Object
    Magic
    Abadar
    To Acquire:
    Disable
    Perception
    Arcane
    Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it.

    Spoiler:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

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

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

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

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

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

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

    Spoiler:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any number of items from your discard pile.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 1 Mavaro/NathanDavis
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 2 Seoni/EmpTyger
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 3 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Ezren/AbrahamZ
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 4 Aric/20100:
    Spoiler:
    Hourglass Card 4 Aric/20100
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 5 Raz/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 6 Mavaro/NathanDavis
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 7 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 7 Seoni/EmpTyger
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Ezren/AbrahamZ
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Aric/20100:
    Spoiler:
    Hourglass Card 9 Aric/20100
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 10 Raz/eddiephlash:
    Spoiler:
    Hourglass Card 10 Raz/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Mavaro/NathanDavis:
    Spoiler:
    Hourglass Card 11 Mavaro/NathanDavis
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Seoni/EmpTyger:
    Spoiler:
    Hourglass Card 12 Seoni/EmpTyger
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 13 Ezren/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Ezren/AbrahamZ
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Aric/20100:
    Spoiler:
    Hourglass Card 14 Aric/20100
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Create Mindscape, Sky Pharaoh Guardian, Symbol of Fear, Fate Blade, Known Card Tiers: 1, 2, 3,4,5 , Coffer Corpse

    Altar of Riddles Card 1:
    Sky Pharaoh Guardian
    MM
    Henchman 5
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
    When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
    1. Weapons
    2. Spells
    3. Armors
    4. Items
    5. Allies
    6. Blessings
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 2:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
    Altar of Riddles Card 3:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Altar of Riddles Card 4:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Altar of Riddles Card 5 (Coffer Corpse):
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Location #2: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0
    Located/Displayed Here: Aric/20100, Shocking Scimitar, no more henchman
    Ruined Temple Card 1:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Ruined Temple Card 2:
    Shocking Scimitar +2
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    Ruined Temple Card 3:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ruined Temple Card 4:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Ruined Temple Card 5:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Ruined Temple Card 6 (Blessing of Thoth):
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #3: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Mavaro/NathanDavis,
    Stonework Passages Card 1 (Toxic Geyser):
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 2 (Blessing of the Elements):
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 3 (Elemental Arachnid):
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Stonework Passages Card 4:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.
    Stonework Passages Card 5:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Stonework Passages Card 6:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Stonework Passages Card 7:
    Elusive Knowledge
    None
    Henchman 5
    Type: Barrier
    Traits:
    Cache
    Trigger
    To Defeat:
    Knowledge
    Perception 10
    When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
    When you encounter this card, evade it.

    Location #4: Silver Forge
    At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
    When Closing: Summon and acquire a random armor from the box.
    When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raz/eddiephlash,
    Silver Forge Card 1 (Falcon Crown):
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Silver Forge Card 2 (Life Lantern):
    Life Lantern
    MM
    Loot 5
    Type: Item
    Traits:
    Object
    Attack
    Magic
    Divine
    To Acquire:
    None
    For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
    Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
    Silver Forge Card 3 (Find Traps):
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Silver Forge Card 4 (Augury):
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #5: Great Library of Tephu
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/AbrahamZ,

    Location #6: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here:

    Sculptors Lair Card 1 (Twitch Tonic):
    Twitch Tonic
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    IntelligenceCraft 6
    Discard this card to examine the top card of your location deck, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
    Sculptors Lair Card 2 (Elegiac Compass):
    Elegiac Compass
    MM
    Henchman 2
    Type: Barrier
    Traits:
    Object
    To Defeat:
    Intelligence
    Craft 11
    OR Disable 13
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    If defeated, display this card next to the scenario.
    Sculptors Lair Card 3 (Khamsin Coat):
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 4 (Osirion Ancestor):
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Sculptors Lair Card 5 (Desert Trapper):
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sculptors Lair Card 6 (Galvanic Kopis +2):
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 7 (Fiendish Sphinx):
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sculptors Lair Card 8 (Ice Storm):
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Sculptors Lair Card 9 (Acid Splash):
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Sculptors Lair Card 10 (Keferuzagra):
    Keferuzagra
    MM
    Henchman 4
    Type: Monster
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 11
    THEN Combat 11
    Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
    Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
    After you act, bury all allies in your discard pile and recharge all allies in your hand.

    Location #7: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Off turn, discard Gozreh to bless Mavaro.

    Start turn. Hour is Isis. Examine top card: Falcon Crown. Recharge it at Silver Forge. Move to Stonework Passages. Cast Mass Cure on Seoni.
    Heal Seoni: 1d4 + 1 ⇒ (4) + 1 = 5
    Heal Me: 1d4 + 1 ⇒ (2) + 1 = 3: -> Raz is healed for 3: (Pegasus, Warhorse 1, Camel). Deck shuffled.

    Explore card 1: Toxic Geyser. Ask for Seoni's Neferektu. Discard top card for paladin power: Hatchetbird, recharged.
    Wis 5+##=15: 1d6 + 1 + 2d6 + 1d6 + 2 ⇒ (6) + 1 + (4, 1) + (2) + 2 = 16 Success!

    Discard Warhorse to explore Blessing of Elemebts.
    Cha 6: 1d10 + 4 ⇒ (10) + 4 = 14 Acquired!

    End turn.

    Recovery Attempts:
    Raz attempts to recover all cards in their Recovery pile.

    Mass Cure: Divine 14: 2d6 + 4 ⇒ (4, 4) + 4 = 12 -> Mass Cure discarded.

    Raz resets their hand, drawing 2.

    Raz wrote:

    Hand: Frost Lance +2, Thousand Stings Whip, Blessing of the Lord in Iron, Blessing of the Elements, Chest of Keeping, Blessing of Shizuru,

    Displayed:
    Deck: 13 Discard: 6 Buried: 0
    Hero Points: 3
    Shirt reroll: used
    NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type

    Skills and Powers:
    SKILLS

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

    Role: Fair Trader
    Favored Card: Ally
    Hand Size: 4 ☑ 5☑ 6
    Proficiencies:
    Armors, Weapons, Divine
    Powers:
    You may discard the top card of your deck to add 1d6 ( ☑ + 1 ☑ + 2) to your check. If that card has the Mount trait, you may recharge it instead.
    On your check to acquire a weapon or armor ☑ or an item or an ally, you may use Diplomacy instead of any listed skill.
    When a distant character encounters a monster, you may bury ( ☑ or discard ) a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.
    □ You may recharge a Mount card to give a card to another character (□ and they may give you a card). This power may not be used during an encounter.
    When you acquire a weapon or armor, you may exchange it for a random card of the same type from the box.
    Amateur Swashbuckler: Check a box to add/remove the Swashbuckling trait from your check. [x] [] [] []
    Treasure Hunter: After you win a scenario, check an unchecked box that precedes this reward to gain an additional deck upgrade. [x] [x] []
    Stick with Me! On your check during recovery, check a box to add 1d6. [x] [] []

    Notes for Seoni: healed for 5, then Neferektu used


    Deck Handler // Searching for: Item 5 > Weapon 5 > Ally 5

    Retcon on Raz's behalf Ezren transmogrifies Blessing of Elements into Blessing of Osiris (from random)

    Hour of Nethys

    Start of turn, examine Elemental Arachnid then recharge it to Sculptors Lair.
    Banish Cure to recovery to heal Raz. Discard Raz's Blessing of Osiris

    Heal Raz Cards: 1d4 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7 I think Osiris stays discarded but the rest are healed.

    Move to Sculptor's Lair
    Free explore and encounter Twitch Tonic
    Recharge Bird Feather Tokens to reload Bird Feather Tokens

    Intelligence Knowledge 6: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10 But wait! Banish Symbol of Fortune to add 3 to the result and pass by 6. Acquired and banish to transmogrify into (from acg site) Wyvern Poison and thanks to Adventure Power, draw Wing of Horus and Banish Ezren's Blindness if it's still there.

    Recharge Wayfinder to move back to Stonework Passages and examine:
    Stonework Passages Card 4: Spellsword +2
    Stonework Passages Card 5: Acute Senses


    Discard Blessing of Anubis to explore and encounter Spellsword +2

    Seoni's Neferekhu
    Arcane Knowledge 11: 1d8 + 4 + 1d6 + 2d8 ⇒ (8) + 4 + (1) + (4, 6) = 23 Acquired and banished to transmogrify into Galvanic Kopis +2

    Seoni's Neferekhu for all recoveries
    Recovery Symbol of Fortune Arcane Knowledge 16: 1d8 + 4 + 1d6 + 2d8 ⇒ (8) + 4 + (4) + (8, 6) = 30 Recharged
    Recharge Wyvern Poison to reload Vestments of False Faith
    Recovery Cure Divine Knowledge 8: 1d8 + 4 + 1d6 + 2d8 ⇒ (3) + 4 + (2) + (8, 4) = 21 Recharged

    Mavaro leads the elemental arachnid away from the last piece of the puzzle, stopping to gather...just a few things.

    Mavaro wrote:

    Hand: Flawless Monocle, Vestments of False Faith, Shadowless Sword, Galvanic Kopis +2, Wing of Horus, Bird Feather Tokens, The Missing Eye, Aegis of Recovery,

    On Top: Karyukai Tea Set
    Displayed:
    Deck: 16 Discard: 4 Buried: 0
    Notes: Vestments of False Faith to grab a Blessing 5 from the hourglass
    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d8 [X] +1 [X] +2 [X]+3
    Intelligence d8 [X] +1 [X] +2 [X] +3
    Knowledge: Intelligence +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Knowledge 1d8 + 4 + 1d6
    Diplomacy 1d8 + 4 + 1d6

    Hero Points: 4
    Role: Hoarder
    Favored Card Type: Item
    Hand Size 6 ☑7 ☐8 ☐9
    Proficient with: Light Armors [ ] Heavy Armors Weapons
    Powers:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☑ You may also add any of that card's traits to your checks.) (☑ If it is of your favored card type, add 1d6 to your checks using those skills.)
    You may discard (☑ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top. (☐ If it is of your favored card type, you may discard any number of cards of that type, then recharge that many random cards from your discard pile.)
    ☐ When you acquire a card of your favored card type, draw another card of that type from the box; keep 1 and banish the other (☐ or keep both).
    ☑ When you discard a card of your favored card type as damage, you may draw a card (☐ or shuffle a random card from your discard pile into your deck).


    Board Status

    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/2/3/4/5 are in Altar of Riddles

    Notes for Ezren: Banished Curse of Blindness

    Notes for Raz: Retconned transmogrifying Blessing of the Elements into Blessing of Osiris
    Discarded Blessing of Osiris, and healed the rest of your cards

    Notes for Seoni: healed for 5

    Altar of Riddles 1-5 remain // Create Mindscape is displayed here. 5=Coffer Corpse. Contains 1/2/3/4/5
    Aric - Ruined Temple 1-6 Blessing of Thoth (from Library) remain // Shocking Scimitar +2, 6=Blessing of Thoth
    Mavaro, Seoni, Raz - Stonework Passages 5-7 remain // 5=Acute Senses. Elusive Knowledge is here!
    Silver Forge 2-4,1 remain // all known
    Ezren - Great Library of Tephu CLOSED
    Sculptors Lair 2-10, Elemental Arachnid remain // all cards in the location are known, Elemental Arachnid from Stonework Passages on the bottom.
    Vault of Hidden Wisdom CLOSED


    Female Human Sorcerer/Tattooed Mystic Deck Handler

    (During Raz's turn)
    Mass Cure: Blessing of the Blessing of the Elements, Planchette, Golden Serpent Armband, Blessing of Abadar, Cleric of Nethys are healed
    Neferekhu: Revealing Headband of Alluring Charisma, revealing Binder's Tome
    Diplomacy 8: 1d12 + 5 + 1 + 1d4 ⇒ (12) + 5 + 1 + (4) = 22
    (During Mavaro's turn)
    Neferekhu: Revealing Headband of Alluring Charisma, revealing Binder's Tome
    Diplomacy 8: 1d12 + 5 + 1 + 1d4 ⇒ (4) + 5 + 1 + (1) = 11
    Neferekhu: Revealing Headband of Alluring Charisma, revealing Binder's Tome
    Diplomacy 8: 1d12 + 5 + 1 + 1d4 ⇒ (1) + 5 + 1 + (1) = 8
    Neferekhu: Revealing Headband of Alluring Charisma, revealing Binder's Tome
    Diplomacy 8: 1d12 + 5 + 1 + 1d4 ⇒ (6) + 5 + 1 + (4) = 16
    Neferekhu: Revealing Headband of Alluring Charisma, revealing Binder's Tome
    Diplomacy 8: 1d12 + 5 + 1 + 1d4 ⇒ (5) + 5 + 1 + (4) = 15

    Neferekhu almost didn't want to admit it, but Raz's cure spell was as big as the gnome was tiny.

    (Seoni's turn)
    Hourglass 2: Isis o'clock
    Examining Stonework Passages 5: Acute Senses

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

    Recharging Acute Senses into Silver Forge
    Giving Named Bullet to Mavaro

    Named Bullet:
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

    "Here's another riddle for you, Mavaro. When can you bring a knife to a gun fight?"

    Exploring Stonework Passages 6: Toxic Geyser

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

    Revealing Neferekhu. Ezren banishes Mistform to recovery
    WIS 5+10=15 (21): 5d6 ⇒ (6, 6, 2, 2, 4) = 20
    Neferekhu: Revealing Headband of Alluring Charisma, revealing Binder's Tome
    Diplomacy 8: 1d12 + 5 + 1 + 1d4 ⇒ (8) + 5 + 1 + (2) = 16
    Toxic Geyser is banished

    As predicted, the geyser was returning. As expected, Neferekhu had something to say. "IT IS INEVITABLE."
    But Ezren transmogrified the scalding plasma into harmless mist, and it would remain that way forever.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Neferekhu (reveal to double bless local non-combat WIS/Knowledge), Binder's Tome (reveal for +1d4 and Mental to local Combat/CHA), Life Leech, Headband of Alluring Charisma, Blessing of Achaekek (discard to bless/doublebless if to defeat story bane), Ring of the Godless,

    Displayed:
    Deck: 19 Discard: 0 Buried: 0
    Notes: Seoni autosucceeds at Neferekhu's Diplomacy check, so use without hesitation.
    Ask before using:
    Can use without asking: Blessing of Achaekek; Binder's Tome; Neferekhu

    Skills and Powers:

    Skills:
    Strength d4 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d6 [] +1 [] +2
    Intelligence d8 [X] +1 [X] +2 [] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2
    Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    -- Diplomacy: Charisma +1
    -- Craft: Charisma +1

    Powers:
    Favored Card: Spell
    Hand Size 6 [] 7 [] 8
    For your combat check, you may discard a card to use your Arcane skill +1d6 ([X] +1) ([X] +2) ([] +3) ([] +4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
    [X] When you attempt to acquire a boon, you may use your Knowledge skill in place of any listed skill for your check.
    [X] You gain the skill Craft: Charisma +1.
    [] After you are dealt Acid, Cold, Electricity, or Fire damage, you may draw 1 card ([] 2 cards).
    [] You may bury a card to add its adventure deck number to your check.

    Hero points: 6

    Summary:
    Stonework Passages 5 (Acute Senses) is recharged into Silver Forge.
    Stonework Passages 6 is banished.
    Ezren casts Mistform.
    Mavaro receives Named Bullet.

    Board Status:
    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/2/3/4/5 are in Altar of Riddles

    Notes for Ezren: Banished Curse of Blindness

    Notes for Raz: Retconned transmogrifying Blessing of the Elements into Blessing of Osiris
    Discarded Blessing of Osiris, and healed the rest of your cards

    Notes for Mavaro: Received Named Bullet

    Altar of Riddles 1-5 remain // Create Mindscape is displayed here. 5=Coffer Corpse. Contains 1/2/3/4/5
    Aric - Ruined Temple 1-6 remain // Shocking Scimitar +2, 6=Blessing of Thoth
    Mavaro, Seoni, Raz - Stonework Passages 7 remain // 7=Elusive Knowledge
    Silver Forge 2-4,1, Acute Senses remain // all known, Acute Senses from Stonework Passages
    Ezren - Great Library of Tephu CLOSED
    Sculptors Lair 2-10, Elemental Arachnid remain // all cards in the location are known, Elemental Arachnid from Stonework Passages on the bottom.
    Vault of Hidden Wisdom CLOSED


    Female Gnome Combat Paladin, Tier 5, Deck Handler

    Forgot to transmog that BotE. Rando lvl 4+ blessing (first one from randos): Blessing of Osiris

    Updated hand:

    Raz wrote:

    Hand: Frost Lance +2, Thousand Stings Whip, Blessing of the Lord in Iron, Blessing of Osiris, Chest of Keeping, Blessing of Shizuru,

    Displayed:
    Deck: 13 Discard: 6 Buried: 0
    "Hero Points: 3
    Shirt reroll: used"
    "NOTES:
    Available Support: Use any/all.
    Movement: Will discard a mount ally to move to your location and take your monster encounter. Feel free to Bot this.
    Other: Uses diplomacy for acquisitions, can turn them into random cards of the same type"


    Human Wizard (Tier 4.0) | Ezren's Deck //

    Off turn: Ezren's Curse of Blindness is banished (thx!). Send Mistform to Recovery. Then examine top of own deck - Channel the Gift - draw it.
    Recharge Mistform? Arcane 12, spellbook: 1d12 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13

    It is the hour of Dark Archive's Favor
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Draw 5 Random items (5 open locations): Key of the Second Vault, Deliquescent Gloves, Hand of the Guilty Man, Canteen, Sandstorm Dust. Banish all of them unless someone objects.

    Scenario Power: At the start of your turn, examine the top card of your location deck (n/a); if it does not have the Trigger trait, put it on the bottom of an open location deck.

    Move: Sculptors Lair
    Location Power:

    Free explore: pass

    End turn

    Scenario Power: At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters (n/a), you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

    Recovery Phase:

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

    "Board Status
    Most Recent BR Refresh
    4 Elusive Knowledges displayed (from Altar & Library & Sculptor's Lair & Vault)
    Level 1/2/3/4/5 are in Altar of Riddles

    Notes for Raz: Retconned transmogrifying Blessing of the Elements into Blessing of Osiris
    Discarded Blessing of Osiris, and healed the rest of your cards

    Notes for Mavaro: Received Named Bullet

    Altar of Riddles 1-5 remain // Create Mindscape is displayed here. 5=Coffer Corpse. Contains 1/2/3/4/5
    Aric - Ruined Temple 1-6 remain // Shocking Scimitar +2, 6=Blessing of Thoth,
    Mavaro, Seoni, Raz - Stonework Passages 7 remain // 7=Elusive Knowledge,
    Silver Forge 2-4,1, Acute Senses remain // all known, Acute Senses from Stonework Passages
    Great Library of Tephu CLOSED
    Ezren - Sculptors Lair 2-10, Elemental Arachnid remain // all cards in the location are known, Elemental Arachnid from Stonework Passages on the bottom.
    Vault of Hidden Wisdom CLOSED"

    "

    Ezren wrote:

    Hand: Monstrous Physique, Elemental Skin, Fire Snake, Channel the Gift, Channel the Gift 2, Spellbook, Ring of Protection (Core), Arcane Robes, Bound Imp, Blessing of Thoth,

    Displayed: Create Mindscape,
    Deck: 10 Discard: 8 Buried: 0
    Current Location: Sculptors Lair
    Hero Points: 1
    Paizo merch reroll: Used
    NOTES:
    Available Support: Reminder: if any PC acquires ANY BOON AT ANY LOCATION, you can banish it to draw a boon (level 4+) of the same type from the box (courtesy of Ezren's Transmogrifier power)

    Create Mindscape: displayed at Altar of Riddles to +1d4 for local Int/Wis/Cha checks until the location is closed.

    Don't use Monstrous Physique without checking with me due to size of my discards

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Death's Touch (Core), Akhentepi's Armor, Disintegrate, Channel the Gift 3, Chain Lightning (Core), Acadamae Student, Icy Prison
    Recharged: Acute Senses, Samisen of Oracular Vision, Mistform,
    Discard Pile: Meehr Zet, Library Curator, Vision, Unwrapped Harmony, Scrying, Acadamae Scholar, Ice and Fire, Safety Bubble,
    Buried Pile:

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

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

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


    Male Human Vigilante Deck Handler

    Scenario: examine Ruined Temple top card: Blessing of Khepri. Bottom deck it.
    Switch to Red Raven.

    Move to Stonework Passages.
    Use Red Raven power to examine. Display examined Elusive Knowledge.

    Do not bother closing the location.

    Free explore: pass.

    End of turn:
    Scenario: examine Altar of Riddle and win.


    Development

    Each hall held its own pedestal and a variety of artifacts, but figuring out the right relics to place on each one took some work. As you place the last, a beam of light shoots from each doorway to the pyramid’s central room, forming a pedestal of light atop which rests a trio of lanterns.

    Three lanterns, three pyramids? You grab the set, hoping these are what the Pactmasters seek. There is a booming of thunder outside the pyramid, suggesting you must have done something right. Or something very wrong.

    It is time to find out which.

    Reward

    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Life Lantern and 1 character may temporarily replace 1 item in his deck with the loot Pharaoh’s Key.
    At the end of each scenario, return the loot to the game box.

    Each character gains a hero point.

    Meehr Zet (Ally B)
    Library Curator (Ally 3)
    Parade Armor (Armor 5)
    Steel Ibis Lamellar (Armor 4)
    Blessing of Thoth (Blessing 1)
    Blessing of Ra (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Anubis (Blessing 4)
    Blessing of Pharasma (Blessing B)
    Blessing of Osiris (Blessing 4)
    Ring of the Godless (Item B)
    Bird Feather Tokens (Item 3)
    Healer's Kit (Item B)
    Wyvern Poison (Item 5)
    Sunrod (Item 4)
    Wing of Horus (Item B)
    Knot of Isis (Item 3)
    Ring of Stony Flesh (Item 5)
    Cenovath (Item 5)
    Named Bullet (Spell 5)
    Mistform (Spell 3)
    Channel the Gift (Spell 4)
    Safety Bubble (Spell 4)
    Pillar of Life (Spell 4)
    Channel the Gift (Spell 4)
    Monstrous Physique (Spell 5)
    Galvanic Kopis +2 (Weapon 5)
    Shattertouch Shotel +2 (Weapon 4)
    Thousand Stings Whip (Weapon 4)

    Ally 30
    Armor 54
    Blessing 441000
    Item 555433000
    Spell 5544443
    Weapon 544

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