[ACG] Yewstance's Testing Grounds (Inactive)

Game Master Yewstance

Currently Testing: None.



Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

Welcome to Yewstance's Testing Grounds. Here I will run solo games under PFSACG rules but not for PFSACG characters, purely for the purposes of testing specific character builds which I suspect to be exploitable. By presenting the gameplay turn-by-turn in forum posts, I'm able to capture the gameplay and strategy in far more detail and refer to it more easily than playing physically will allow.

I will usually aim to run actual Organised Play scenarios from Seasons 3 or 4 as a testing ground for these builds, as Mummy's Mask represents a diverse selection of locations, boons and banes which tend to provide a more well-rounded environment to test characters against compared to previous base sets, in my opinion.

I will be using the online game-running tools provided for Play-By-Post GMing, though I can personally attest that I own all of the Class Decks, Ultimate Add-On Decks, Season PDFs and Adventures featured in these posts, and my ownership of them have all been verified with the appropriate parties.


Deck Handler

For my first test, I will be playing the following:

CHARACTER: Mother Myrtle, with the Reanimator Role card.
DECKS: Alchemist Class Deck and the Ultimate Equipment Add-On Deck.
TIER: 5 (Has completed 3 scenarios since entering Tier 5)
FEATS: 5 Skill/6 Power/5* Card
*A bonus Card Feat was gained from completing Adventure 3-4
SCENARIO: 3-5D: IN CHAOS, ONE SHALL REIGN
USING LOOT/TRADERS?: No.

What I'm Testing:
Robe of Items is an incredibly powerful Item 5 from Ultimate Equipment; it can be discarded to draw 3 cards from your deck or discard pile with the Accessory, Book, Liquid or Object traits. Those four traits - particularly "Liquid" and "Object" - make up a colossal portion of all items in the game, allowing it to pretty consistently be used to draw your three other best items, even if you just used them.

Meanwhile, Myrtle's Reanimator role lets her draw allies, spells or items from her discard pile (or her deck) when a monster is defeated at her location. Meaning it's pretty trivial to re-use Robe of Items (and, by extension, 3 additional items) over and over and over. Some items in Ultimate Equipment can, for example, serve to explore your location or bolster your checks or heal you... but the most important of which is arguably actually Twitch Tonic from the Alchemist Class Deck, which can draw 2-5 allies from your discard pile with every use. Chaining these effects together can bring you 2-5 explorations out of every monster killed, whilst the rest of her deck can focus on providing the means to fight and defend herself and bolster all of her checks.

I am of the opinion this is probably a too-powerful strategy... but I think Myrtle's already a kind of absurdly powerful character even without an Ultimate Add-On deck, mostly with her ability to discard, recharge or shuffle back all kinds of cards that really shouldn't be able to be exploited so easily. Blessings, Armor, Weapons, Spells, Items.

Regarding Mother Myrtle's first power, and Loot cards:
Myrtle's first power (the ability to substitute Wisdom for Arcane or Divine) is in a gray area of the rules right now (see the semi-official rulings regarding Varril's own powers), specifically as to whether you can use an attack spell with her Wisdom skill or not.

On the one hand, the intention of the designers, for now, seems to be that you can't 'chain together' effects that let you define what skill you're using. You can't say "I use this spell to use Arcane for combat" then "I use this power to use Wisdom for Arcane". Furthermore, Myrtle is an exceptionally powerful character with potent combos and value as-is.

On the other hand, it makes one of her powers almost useless if it cannot be used for attack spells. At least it allows her to use her Wisdom skill to acquire arcane spells easier... but spending a power feat to use her Wisdom skill in place of Divine seems pointless if it can't be used alongside a spell. She's unable to make normal recharge checks, and 90% of cards that have Divine as a check to acquire have Wisdom as another check to acquire anyway. Based on the boons available in the Class Deck, as well as her character design, it seems likely to me the original intent was that she could cast offensive magic fine.

However, for the purposes of this test, I will assume that she cannot use attack spells with her power, in order to intentionally limit her power level. I will also avoid Traders and Loot cards to further limit her power level, and best represent what this build could enable in any Season of play. I will also ignore Die Bumps.

Why 3-5D?:
I needed to pick an Adventure 5 scenario for this test so that Myrtle would be able to have the Robe of Items deck 5 boon, and I picked the most 'normal' scenario in the Adventure that wasn't mired in unusual rules or boons or banes and that seemed it would work fine in a solo party.

Decklist:
Delve Spell 2
Call Potion Spell B
Steal Soul Spell 5
Restoration Spell 4
Stone Skin Spell 1
Laboratory Coat Armor 1
Twitch Tonic Item 3
Potion of Heroism Item 4
Potion of Restoration Item 2
Sunrod Item 4
Potion of Focus Item 2
Robe of Items Item 5
Wandermeal Item B
Crystalline Carnivore Ally 4
Anesthetizing Slime Ally B
Flensing Jelly Ally 2
Wayfarer Ally 5
Master Cartman Ally 2
Blessing of Kofusachi Blessing 1
Blessing of the Savored Sting Blessing 4

Build Intent and Prediction:
The intent of this build, for now, is to stack as many 'long-term' bonuses as possible, like Steal Soul, Potion of Heroism and Wandermeal, then chain Robe of Items, Twitch Tonic and Master Cartman for explorations and movement, and re-use Sunrod endlessly for combat checks.

The biggest weakness of this deck is that it's entirely reliant on the combo to explore aggressively, and it has almost no means of combat. Myrtle has virtually no decent options at combat aside from Sunrod; the grenade-style items and some Alchemical weapons work okay with Myrtle, but they can't be revealed for their use, making them of limited use when I'm trying to chain endless explorations together. A grenade item could be re-drawn repeatedly with Robe of Items, but the same can be said of the re-usable Sunrod once I get it in my hand to begin with.

I'm willing to spend some turns 'setting up' to get the combo, but once I've drawn Robe of Items and Sunrod I should be good to go, and I have plenty of means of searching out combo pieces or partial combo pieces - Call Potion, two "Restoration" cards, Delve and Blessing of Kofusachi.

I predict that I won't be able to chain together 'movement' effects as much as I'd like, though I think it would be technically possible - however unlikely - of a turn-1 completion of the scenario... I think I'm more expecting it to take 3-5 turns to complete, assuming there's no particularly dangerous effect that causes me to bury or banish a combo piece.

Mother Myrtle wrote:

Hand:

Displayed:
Deck: 20 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2
Fortitude: Constitution +1
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d12 [X]+1 [X]+2 [X]+3 [X]+4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card’s adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[ ] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([ ] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or search your deck for a card of that type and draw it).


During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: When setting out locations, divide them into two groups as indicated. When adding henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.

Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except when moving. When you move to a location in the other group, bury a card.

When you would defeat the henchman Aspis Commander, a character at your location summons and encounters the henchman Usij Cultist. If the Usij Cultist is defeated, the Aspis Commander is defeated, and you may immediately attempt to close the location the Aspis Commander came from. If the Usij Cultist is not defeated, the Aspis Commander is undefeated; move to a random Group 2 location.

To win the scenario, close all of the locations
Additional Rules:

Aspis Commander:

Henchman 5
Type: Monster
Traits: Aspis Human Rogue
To Defeat: Combat 22 OR Stealth~Perception~Diplomacy 13
Stealth Perception Diplomacy

Ossumental Swarm:

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

Turn: 1, Mother Myrtle/Yewstance
Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Elder Ifreeti
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 the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

Spoiler:
Bonestorm
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

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

Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Spoiler:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Barriers
Spoiler:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this 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 until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

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

Spoiler:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Spoiler:
Insanity Mist
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 Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

Spoiler:
Shocking Chest
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
Dexterity
Disable 12
OR Strength 15
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

Weapons
Spoiler:
Galvanic Chakram +1
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Spoiler:
Sling Staff
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

Spoiler:
Staff of Dark Flame
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Spoiler:
Greatclub +1
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:
Galvanic Chakram +1
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Spells
Spoiler:
Mistform
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a 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:
Pillar of Life
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Heat Metal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock 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 11 or Divine 9 check to recharge this card instead of discarding it.

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

Spoiler:
Sands of Time
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.

Armors
Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Canopic Wrap
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Aegis of Recovery
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:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Spoiler:
Effigy of Maat
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 acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

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

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

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

Allies
Spoiler:
Pakesket
Ally 5
Traits:
Animal
Phoenix
Fire To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

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

Spoiler:
Druid of the Hive
Ally B
Traits:
Thriae
Druid
Veteran
Poison To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Spoiler:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Stained Glass Elemental
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 your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

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

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

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

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

Spoiler:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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.

Top of Blessing Discard Pile:

Blessing of Isis:
Blessing of Isis
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 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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 6 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 7 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 8 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 9 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 12 /
Blessing of the Lady of Graves
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 14 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 18 /
Blessing of Isis
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 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:
Blessings Deck Card 19 /
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
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 their discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 21 /
Blessing of Isis
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 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:
Blessings Deck Card 22 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 24 /
Blessing of Abadar
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:
Blessings Deck Card 25 /
Blessing of the Lady of Graves
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 26 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 27 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: GROUP 1

Dilapidated Plaza Card 1:
Aspis Commander
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth~Perception~Diplomacy 13
Stealth
Perception
Diplomacy

Dilapidated Plaza Card 2:
Mummy Golem
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 the Mummy Golem has the Fire trait, add 1d8.

Dilapidated Plaza Card 3:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Dilapidated Plaza Card 4:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Dilapidated Plaza Card 5:
Clawhand Shield
Armor 3
Traits:
Shield
Offhand To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Dilapidated Plaza Card 6:
Fiendish Sphinx
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

Dilapidated Plaza Card 7:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Dilapidated Plaza Card 8:
Symbol of Fear
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.

Dilapidated Plaza Card 9:
Earth Ossumental
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.

Dilapidated Plaza Card 10:
Mahga Threefingers
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: GROUP 1

Towering Obelisk Card 1:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Towering Obelisk Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Towering Obelisk Card 3:
Disable Mechanism
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Towering Obelisk Card 4:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Towering Obelisk Card 5:
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Towering Obelisk Card 6:
Holy Word Trap
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

Towering Obelisk Card 7:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Towering Obelisk Card 8:
Aspis Commander
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth~Perception~Diplomacy 13
Stealth
Perception
Diplomacy

Towering Obelisk Card 9:
Cleric of Nethys
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

Towering Obelisk Card 10:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mother Myrtle/Yewstance, GROUP 2

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

Quarry Card 2:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Quarry Card 3:
Javelin of Lightning
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Quarry Card 4:
Burning Child
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Quarry Card 5:
Hunga Munga
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

Quarry Card 6:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Quarry Card 7:
Earth Ossumental
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.

Quarry Card 8:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Quarry Card 9:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Quarry Card 10:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.


Deck Handler
Mother Myrtle wrote:

Hand: Robe of Items, Wayfarer, Potion of Focus, Crystalline Carnivore, Call Potion, Sunrod, Delve,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Excellent starting hand! Let's see how this performs.
Sideboard cards:

Discard Robe of Items. Add Potion of Heroism, Wandermeal and Twitch Tonic to hand.

Display Potion of Heroism. +1d6 to all checks.

Free exploration.
Quarry 1: Ossumental Swarm

Using Sunrod for combat, recharging Potion of Focus to its power. Sunrod deals a bonus 1d6 against undead. Use Crystalline Carnivore to add a die, then use Myrtle's power to try to recharge it.

Knowledge 7+4: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (3) = 9 -> Crystalling Carnivore discarded.
Combat 20: 2d12 + 6 + 5d6 ⇒ (4, 3) + 6 + (1, 5, 6, 6, 4) = 35 Swarm defeated. Blessing of the Ancients drawn from the box. Reanimator power used to draw Robe of Items back to hand.

Wandermeal is displayed.

Current status:

Mother Myrtle wrote:

Hand: Blessing of the Ancients (Acq.), Wayfarer, Call Potion, Sunrod, Delve, Twitch Tonic,

Displayed: Potion of Heroism, Wandermeal,
Deck: 12 Discard: 2 Buried: 0
Notes: So far so good. Lets see how long we can keep this running; 10 cards should be a cinch, but can I get a movement ability and do even more on the first turn?
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2
Fortitude: Constitution +1
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d12 [X]+1 [X]+2 [X]+3 [X]+4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card’s adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[ ] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([ ] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or search your deck for a card of that type and draw it).


Deck Handler

Continuing on from turn 1.

Banish Twitch Tonic to draw Crystalline Carnivore back to hand. Myrtle will either recharge or discard it with her power, but there's no difference to my next action.

Discard Robe of Items again to draw Twitch Tonic, Potion of Focus and Potion of Restoration from discard pile & deck.

Display Potion of Restoration to draw 2 cards. Current hand below:

Mother Myrtle wrote:

Hand: Blessing of the Ancients (Acq.), Wayfarer, Call Potion, Sunrod, Delve, Twitch Tonic, Crystalline Carnivore, Potion of Focus, Steal Soul, Anesthetizing Slime,

Displayed: Potion of Heroism, Wandermeal, Potion of Restoration,
Deck: 8 Discard: 1 Buried: 0

'Banish' Crystalline Carnivore to explore.

Knowledge 7+4: 1d8 + 3 + 2d6 ⇒ (2) + 3 + (4, 5) = 14 -> Crystalline Carnivore recharged.

Quarry 2: Armored Kilt
Fortitude 5: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (4, 4) = 13 -> Acquired.

Discard Wayfarer to explore.
Quarry 3: Javelin of Lightning
Dexterity 10: 1d4 + 4d6 ⇒ (1) + (6, 4, 6, 3) = 20 -> Acquired.

Banish Twitch Tonic to redraw Wayfarer.
Knowledge 7+3: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (4, 6) = 20 -> Twitch Tonic recharged.

Banish Call Potion to redraw Twitch Tonic.
Knowledge 7+0: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (6, 5) = 22 -> Call Potion recharged.

Discard Wayfarer to explore.
Quarry 4: Burning Child
Use Charisma to defeat. Wayfarer+Wandermeal+Potion of Heroism+Charisma.
Charisma 10: 5d6 ⇒ (3, 6, 5, 2, 5) = 21 -> Burning Child defeated. Display Steal Soul. Draw Robe of Items from discard, again.
Fire Damage: 1d4 ⇒ 2 -> Recharge Armored Kilt and discard Potion of Focus.

Current Status:

Mother Myrtle wrote:

Hand: Blessing of the Ancients (Acq.), Sunrod, Delve, Twitch Tonic, Potion of Focus, Anesthetizing Slime, Robe of Items,

Displayed: Potion of Heroism, Wandermeal, Potion of Restoration, Steal Soul,
Deck: 11 Discard: 1 Buried: 0
Notes: Growing even further; I have realised a design flaw with this build, but discussing it can wait until after the scenario. It has to do with keeping Alchemical allies around.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2
Fortitude: Constitution +1
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d12 [X]+1 [X]+2 [X]+3 [X]+4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card’s adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[ ] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([ ] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or search your deck for a card of that type and draw it).


Deck Handler

Small Correction; I forgot to add Javelin of Lightning to my Deck Handler.

Mother Myrtle wrote:

Hand: Blessing of the Ancients (Acq.), Sunrod, Delve, Twitch Tonic, Potion of Focus, Anesthetizing Slime, Robe of Items, Javelin of Lightning (Acq.),

Displayed: Potion of Heroism, Wandermeal, Potion of Restoration, Steal Soul,

Continuing my first turn.

Banish Anesthetizing Slime to explore.
Knowledge 7+0: 1d8 + 3 + 2d6 + 1d4 ⇒ (8) + 3 + (5, 6) + (4) = 26 -> Anesthetizing Slime recharged.
Quarry 5: Hunga Munga
Dexterity 9: 1d4 + 2d6 + 1d4 ⇒ (1) + (6, 2) + (1) = 10 -> Hunga Munga acquired.

Banish Twitch Tonic to draw Wayfarer from discard, again.
Knowledge 7+3: 1d8 + 3 + 2d6 + 1d4 ⇒ (2) + 3 + (3, 6) + (3) = 17 -> Twitch Tonic recharged.
Discard Wayfarer to explore.
Quarry 6: Bonecrusher Hunter.
Banish Javelin of Lightning for combat.
Combat 14: 1d4 + 6d6 + 3 + 3d6 + 1d4 ⇒ (1) + (1, 3, 5, 4, 2, 5) + 3 + (6, 6, 4) + (3) = 43 -> Bonecrusher Hunter defeated. Myrtle searches Master Cartman (ally) from her deck, shuffling it.
Arcane/Wisdom 14: 1d12 + 4 + 4d6 + 1d4 ⇒ (6) + 4 + (4, 2, 4, 4) + (3) = 27 -> Javelin of Lightning recharged.

Banish Delve to search and add Twitch Tonic back to hand.
Knowledge 7+2: 1d8 + 3 + 2d6 + 1d4 ⇒ (6) + 3 + (3, 4) + (4) = 20 -> Delve recharged.

Discard Master Cartman to move to Dilapidated Plaza, then explore. The scenario power causes me to bury Hunga Munga.
Dilapidated Plaza 1: Aspis Commander
Diplomacy 13: 1d4 + 2d6 + 1d4 ⇒ (2) + (6, 3) + (3) = 14 -> Aspis Commander would be defeated, but instead, due to the scenario power, I summon and encounter Usuj Cultist.
Usij Cultist damage type: 1d6 ⇒ 6 -> Fire
BYA Wisdom 8: 1d12 + 4 + 2d6 + 1d4 ⇒ (8) + 4 + (3, 2) + (1) = 18 -> No penalty
Using Sunrod for combat, recharging Potion of Focus to its power.
Combat 20: 1d12 + 6 + 3d6 + 1d6 + 1d4 ⇒ (1) + 6 + (6, 4, 1) + (5) + (3) = 26 -> Usij Cultist Defeated. Myrtle draws the Restoration spell from her deck with her power.
Aspis Commander defeated with a non-combat check. Myrtle draws a card (Delve) from defeating the Aspis Commander with a non-combat check and searches out Stone Skin from her deck with her power.
Diplomacy 9 (Closing): 1d4 + 2d6 + 1d4 ⇒ (4) + (6, 5) + (2) = 17 -> Location closed.

Banish Twitch Tonic to draw Wayfarer and Master Cartman from discard.
Knowledge 7+3: 1d8 + 3 + 2d6 + 1d4 ⇒ (8) + 3 + (5, 6) + (3) = 25 -> Twitch Tonic recharged.

Discard Robe of Items to search out and redraw Potion of Focus and Twitch Tonic.
Display Restoration to draw 2 cards (Anesthetizing Slime, Call Potion).

Myrtle is continuing her turn... but lets make a scenario update as well as review her hand. There's some things I need to clear up.

Mother Myrtle wrote:

Hand: Blessing of the Ancients (Acq.), Sunrod, Twitch Tonic, Call Potion, Delve, Stone Skin, Potion of Focus, Wayfarer, Master Cartman, Anesthetizing Slime,

Displayed: Potion of Heroism, Wandermeal, Potion of Restoration, Steal Soul, Restoration,
Deck: 7 Discard: 1 Buried: 1
Notes: The design flaw still cuts, but again, something to discuss in a retrospective. Even so, I'm increasingly confident I'll manage a turn-1 win here.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2
Fortitude: Constitution +1
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d12 [X]+1 [X]+2 [X]+3 [X]+4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card’s adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[ ] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([ ] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or search your deck for a card of that type and draw it).


To correct a few errors, and clarify some things.

First; Usij Cultist text was missing from the scenario updates; that's been fixed. Also, there was some problem with the Aspis Commander text, which has also been fixed.

Second; basic and elite cards have not been removed from the pool. I'll keep the basic/elite boons, because that further hampers Myrtle (and I'm trying to weaken her as much as possible to show how powerful this strategy is), but I will immediately replace any basic or elite banes with a non-basic or elite bane from the random cards.

Third; If theres oddities with my apparent deck size its because of bugs with the Deck Handler. I've found it doesn't like large quantities of data, and after about 22 or so cards it starts not updating properly whether they're in your hand or not. Simply un-hiding the formulas in "DON'T LOOK", clicking on the relevant text in the relevant formula causes it to correctly refresh and re-populate the "TRUE/FALSE" values correctly, but it does mean that my updates may seem slightly off on occasion.

Otherwise, to recap: Myrtle has explored 7 times, and closed one location and is still going on her first turn, as Master Cartman will allow her to move and explore again. She shows no sign of slowing down, either; and has Potion of Heroism, Wandermeal and Steal Soul out to give +2d6+1d4 to most of her checks, and at least +1d6+1d4 to ALL of her checks. However, I have learned of a critical weakness in my deck that can be easily patched up in future builds.

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

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: When setting out locations, divide them into two groups as indicated. When adding henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.

Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except when moving. When you move to a location in the other group, bury a card.

When you would defeat the henchman Aspis Commander, a character at your location summons and encounters the henchman Usij Cultist. If the Usij Cultist is defeated, the Aspis Commander is defeated, and you may immediately attempt to close the location the Aspis Commander came from. If the Usij Cultist is not defeated, the Aspis Commander is undefeated; move to a random Group 2 location.

To win the scenario, close all of the locations
Additional Rules:

Aspis Commander:

Henchman 5
Type: Monster
Traits: Aspis Human Rogue
To Defeat: Combat 22 OR Stealth Perception Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card. If undefeated, shuffle a barrier from the box into your location deck.
Ossumental Swarm:

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

Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.

Turn: 1, Mother Myrtle/Yewstance
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:
Scarab Swarm
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:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

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

Spoiler:
Mummy Golem
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 the Mummy Golem has the Fire trait, add 1d8.

Barriers
Spoiler:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Spoiler:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Spoiler:
Collapsing Sphinx
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this 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 until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

Spoiler:
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Spoiler:
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Weapons
Spoiler:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

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

Spoiler:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spoiler:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll 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:
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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

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

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

Spoiler:
Dune of Doom
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:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Spoiler:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Items
Spoiler:
Crowbar
Item B
Traits:
Tool
Basic To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

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

Spoiler:
Staff of Minor Healing
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Spoiler:
Staff of Revelations
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 on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

Spoiler:
Smoke Stick
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

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

Spoiler:
Stained Glass Elemental
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 your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

Spoiler:
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

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

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

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

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

Spoiler:
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

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

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

Top of Blessing Discard Pile:

Blessing of Isis:
Blessing of Isis
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 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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 6 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 7 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 8 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 9 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 12 /
Blessing of the Lady of Graves
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 14 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 18 /
Blessing of Isis
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 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:
Blessings Deck Card 19 /
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
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 their discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 21 /
Blessing of Isis
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 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:
Blessings Deck Card 22 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 24 /
Blessing of Abadar
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:
Blessings Deck Card 25 /
Blessing of the Lady of Graves
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 26 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 27 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Yewstance, GROUP 1

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: GROUP 1

Towering Obelisk Card 1:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Towering Obelisk Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Towering Obelisk Card 3:
Disable Mechanism
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Towering Obelisk Card 4:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Towering Obelisk Card 5:
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Towering Obelisk Card 6:
Holy Word Trap
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

Towering Obelisk Card 7:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Towering Obelisk Card 8:
Aspis Commander
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.

Towering Obelisk Card 9:
Cleric of Nethys
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

Towering Obelisk Card 10:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: GROUP 2

Quarry Card 1:
Earth Ossumental
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.

Quarry Card 2:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Quarry Card 3:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Quarry Card 4:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.


Deck Handler

Continuing my turn.

Discard Master Cartman to move to the Towering Obelisk and explore.
Towering Obelisk 1: Torch
Auto-acquired.

Discard Wayfarer to explore.
Towering Obelisk 2: Acid Splash
Auto-acquired.

Bury Torch to explore.
Towering Obelisk 3: Disable Mechanism.
Wisdom 10: 1d12 + 4 + 2d6 + 1d4 ⇒ (4) + 4 + (3, 3) + (4) = 18 -> Acquired

Banish Twitch Tonic to redraw Master Cartman and Wayfarer.
Knowledge 7+3: 1d8 + 3 + 2d6 + 1d4 ⇒ (8) + 3 + (3, 4) + (1) = 19 -> Twitch Tonic recharged.

Banish Call Potion to draw Twitch Tonic from deck. Deck shuffled.
Knowledge 7+0: 1d8 + 3 + 2d6 + 1d4 ⇒ (3) + 3 + (6, 4) + (3) = 19 -> Call Potion recharged.

Discard Wayfarer to explore.
Towering Obelisk 3: Echoes of Confusion
Elite Bane. Replaced with Collapsing Sphinx. (Random Barrier 3, since 1 and 2 were also elite)
Wisdom 12: 1d12 + 4 + 4d6 + 1d4 ⇒ (11) + 4 + (6, 2, 2, 2) + (2) = 29 -> Defeated.

Discard Master Cartman to move to the Quarry, burying Acid Splash for the scenario power, then exploring.
Quarry 1: Earth Ossumental
BYA Dexterity 13: 1d4 + 2d6 + 1d4 ⇒ (3) + (6, 4) + (3) = 16 -> No damage.
Reveal Sunrod for combat, recharging Potion of Focus for its power. Ossumental has the undead trait, so Sunrod gets a bonus 1d6.
Combat 19: 1d12 + 4 + 4d6 + 1d6 + 1d4 ⇒ (2) + 4 + (1, 4, 1, 4) + (3) + (3) = 22 -> Ossumental defeated, Draw Robe of Items from discard.

Banish Twitch Tonic to redraw Master Cartman and Wayfarer.
Knowledge 7+3: 1d8 + 3 + 2d6 + 1d4 ⇒ (3) + 3 + (2, 6) + (3) = 17 -> Twitch Tonic recharged.

Discard Robe of Items to redraw Twitch Tonic and Potion of Focus from deck. Deck Shuffled.

Discard Wayfarer to explore.
Quarry 2: Lightning Storm
Lightning Storm Displayed.

Banish Anesthetizing Slime to explore.
Quarry 3: Pahmet Clansman
Auto-acquired (with Wisdom in place of Divine power)
Knowledge 7+0: 1d8 + 3 + 2d6 + 1d4 ⇒ (4) + 3 + (3, 6) + (3) = 19 -> Anesthetizing Slime recharged.

Banish Twitch Tonic to redraw Master Cartman and Wayfarer.
Knowledge 7+3: 1d8 + 3 + 2d6 + 1d4 ⇒ (8) + 3 + (4, 6) + (4) = 25 -> Twitch Tonic recharged.

Discard Pahmet Clansman to explore.
Towering Obelisk 5: Sun Falcon
Reveal Sunrod for combat, recharging Potion of Focus for its power.
Combat 11: 1d12 + 4 + 3d6 + 1d6 + 1d4 ⇒ (8) + 4 + (3, 3, 1) + (1) + (4) = 24 -> Sun Falcon defeated, Draw Robe of Items from discard. Sun Falcon shuffled into the blessings deck.

Discard Wayfarer to explore.
Towering Obelisk 6: Holy Word Trap
Wisdom 11: 1d12 + 4 + 4d6 + 1d4 ⇒ (8) + 4 + (2, 3, 6, 1) + (2) = 26 -> Defeated.

Banish Twitch Tonic to redraw Pahmet Clansman and Wayfarer.
Knowledge 7+3: 1d8 + 3 + 2d6 + 1d4 ⇒ (4) + 3 + (1, 6) + (3) = 17 -> Twitch Tonic recharged.

Discard Robe of Items to redraw Twitch Tonic and Potion of Focus from deck. Deck Shuffled.

Discard Pahmet Clansman to explore.
Towering Obelisk 7: Blessing of Nethys
Auto-acquired with Divine.

Discard Wayfarer to explore.
Towering Obelisk 8: Aspis Commander
Perception 13: 1d4 + 4d6 + 1d4 ⇒ (3) + (3, 6, 3, 4) + (4) = 23 -> Aspis Commander would be defeated, but instead Usij Cultist is summoned from the scenario power.
Reveal Sunrod for combat, recharging Potion of Focus for its power.
Usij Cultist damage type: 1d6 ⇒ 6 -> Fire.
BYA Wisdom 8: 1d12 + 4 + 4d6 + 1d4 ⇒ (9) + 4 + (2, 4, 2, 1) + (3) = 25 -> Passed.
Combat 20: 1d12 + 4 + 3d6 + 3d6 + 1d4 ⇒ (7) + 4 + (1, 6, 3) + (3, 2, 3) + (1) = 30 -> Usij Cultist defeated and overkilled. Myrtle takes 1d4 damage, but will display Stone Skin to ignore it, and a blessing is discarded from the blessings deck. Robe of Items drawn from discard.
Aspis Commander defeated by a noncombat check. Myrtle draws a card (Laboratory Coat), then uses her power to draw Call Potion from her deck.

Summon Aghash to attempt to close. I forgot to include that card's text, and I'm about to end the game, so it seems like a good time for an update.

Mother Myrtle wrote:

Hand: Blessing of the Ancients (Acq.), Sunrod, Twitch Tonic, Delve, Robe of Items, Disable Mechanism (Acq.), Wayfarer, Laboratory Coat, Master Cartman, Blessing of Nethys (Acq.), Call Potion,

Displayed: Potion of Heroism, Wandermeal, Potion of Restoration, Steal Soul, Restoration, Stone Skin
Deck: 8 Discard: 1 Buried: 3
Notes: Even with the design flaw, this was trivial. I still had methods of damage resistance, barrier destroying, etc.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2
Fortitude: Constitution +1
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d12 [X]+1 [X]+2 [X]+3 [X]+4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card’s adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[ ] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([ ] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or search your deck for a card of that type and draw it).


Blessing of the Ancients was discarded from the Blessings Deck due to Usuj Cultist's power, and Sun Falcon was previously shuffled into the Blessings Deck.

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

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: When setting out locations, divide them into two groups as indicated. When adding henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.

Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except when moving. When you move to a location in the other group, bury a card.

When you would defeat the henchman Aspis Commander, a character at your location summons and encounters the henchman Usij Cultist. If the Usij Cultist is defeated, the Aspis Commander is defeated, and you may immediately attempt to close the location the Aspis Commander came from. If the Usij Cultist is not defeated, the Aspis Commander is undefeated; move to a random Group 2 location.

To win the scenario, close all of the locations
Additional Rules:

Aspis Commander:

Henchman 5
Type: Monster
Traits: Aspis Human Rogue
To Defeat: Combat 22 OR Stealth Perception Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card. If undefeated, shuffle a barrier from the box into your location deck.
Ossumental Swarm:

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

Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Aghash:

Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 1, Mother Myrtle/Yewstance
Scourge Table:

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

Random Cards:

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

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

Spoiler:
Royal Naga
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
If the check to defeat has the Cold trait, add 1d8.
For each of your combat checks, shuffle all your weapons and cards that have the Attack trait together and randomly choose 1 to play.

Spoiler:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

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

Barriers
Spoiler:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Spoiler:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

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

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

Weapons
Spoiler:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spoiler:
Khopesh
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

Spells
Spoiler:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. 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 attempt an Arcane or Divine 14 check to recharge it instead.

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

Spoiler:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

Spoiler:
Smite Abomination
Spell 4
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells 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.

Armors
Spoiler:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Spoiler:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard 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 put it in your hand.
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 armor instead.

Spoiler:
Bone Lamellar
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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Spoiler:
Falcon Crown
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 on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.

Items
Spoiler:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Spoiler:
Scarab Sand
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 an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

Spoiler:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

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

Spoiler:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Allies
Spoiler:
Embalmer
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Spoiler:
Osirion Ancestor
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 it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

Spoiler:
Unwrapped Harmony
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

Spoiler:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

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

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

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

Spoiler:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
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 their discard pile.

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Isis
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 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:
Blessings Deck Card 3 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 7 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 8 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Abadar
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:
Blessings Deck Card 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Lady of Graves
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 12 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 13 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 14 /
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
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 their discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 16 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 18 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 22 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Lady of Graves
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 26 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 28 /
Blessing of Isis
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 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:
Blessings Deck Card 29 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: GROUP 1

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Mother Myrtle/Yewstance, GROUP 1

Towering Obelisk Card 1:
Cleric of Nethys
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

Towering Obelisk Card 2:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: GROUP 2, Lightning Storm Displayed

Quarry Card 1:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.


Deck Handler

Continuing turn. Summoning and encountering Aghash.

Use Divine for the check to defeat, and recharge Blessing of the Ancients to add a die. Myrtle uses Wisdom in place of Divine.
Divine 18: 2d12 + 4 + 2d6 + 2d6 + 1d4 ⇒ (12, 6) + 4 + (1, 5) + (5, 3) + (2) = 38 -> Aghash defeated and Towering Obelisk closed.

Discard Robe of Items to draw Twitch Tonic and Potion of Focus from my deck.

Discard Master Cartman to move back to the Quarry, burying Disable Mechanism for the scenario power, and exploring.
Quarry 1: Bladeguard
Auto-acquire.

Deck is empty; attempt check to close. Banish Potion of Focus to add my Craft skill, and discard Blessing of Nethys to add a die.
Fortitude 11: 2d8 + 1 + 1d12 + 6 + 2d6 + 1d4 ⇒ (3, 3) + 1 + (10) + 6 + (5, 1) + (1) = 30 -> Quarry closed. Game over.

Checks to recharge Potion of Focus and Blessing of Nethys occur, but no difference to the end of the game.

TURN 1 VICTORY.

Mother Myrtle wrote:

Hand: Sunrod, Twitch Tonic, Delve, Wayfarer, Laboratory Coat, Call Potion, Bladeguard (Acq.),

Displayed: Potion of Heroism, Wandermeal, Potion of Restoration, Steal Soul, Restoration, Stone Skin,
Deck: 11 Discard: 3 Buried: 4
Notes: Game over; and I could've kept going for a long while yet. Wayfarer, Twitch Tonic to redraw allies, Call Potion to redraw Twitch Tonic, spend allies, Twitch Tonic to redraw allies, Delve to redraw Twitch Tonic, spend allies. In those 9 or so offered explorations, at least one monster defeat is all but guaranteed to draw Robe of Items and keep going all over again.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2
Fortitude: Constitution +1
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d12 [X]+1 [X]+2 [X]+3 [X]+4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane ([X] or Divine) check.
When you would banish ([X] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 ([ ] 5) plus the card’s adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[ ] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([ ] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([ ] or the Outsider or Undead trait).
[X] When a character at your location defeats a monster, you may draw an ally ([X] or a spell or an item) from your discard pile ([X] or search your deck for a card of that type and draw it).


SCENARIO 3-5D COMPLETE.
TURNS TAKEN: 1

Acquired Cards:

Pahmet Clansman (Ally B)
Armored Kilt (Armor B)
Blessing of Nethys (Blessing B)
Acid Splash (Spell B)
Disable Mechanism (Spell 2)
Javelin of Lightning (Weapon 2)
Torch (Weapon B)
Hunga Munga (Weapon B)
Bladeguard (Item B)


Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

SUMMARY
So, picking a random - though admittedly 'normal' - tier 5 scenario, ignoring Loot cards, ignoring Traders, keeping Basic/Elite Boons and eliminating Basic/Elite Banes... and I still got a turn-1 victory without prior practice, on my first try.

Mother Myrtle and her Reanimator role allows for an exceptional abuse and re-use of cards that were never meant to be easily re-used more than once or twice per game, let alone dozens of times per turn. Robe of Items and Twitch Tonic represent some of the most incredible card-drawing and exploration machines in the game, allowing you to draw multiple top-quality cards that can help you pass a variety of checks and potentially explore multiple more times. The right choice of allies and items are all you need for the strategy to work - Twitch Tonic and Robe of Items are the combo pieces that allow you to re-use your allies and items forever.

TWITCH TONIC OR ROBE OF ITEMS?
It's worth noting that Twitch Tonic is probably the real winning card here, not Robe of Items per-se. Twitch Tonic still represents 2-5 explorations, and can be searched out with Myrtle's Reanimator role easily enough after being discarded or recharged. Robe of Items (as well as Call Potion and Delve from Ultimate Equipment) certainly make the combo far more consistent... but even with the Alchemist Deck alone Myrtle can potentially generate effectively infinite explorations too; she just lacks the same quality of allies like Wayfarer and Master Cartman to re-use and move around with.

WHAT COULD BE IMPROVED
So, I made a serious mistake when building Mother Myrtle's deck. Specifically, I included Alchemical allies. Mother Myrtle's power is only semi-optional. When you banish an Alchemical card, you can either choose to leave it banished or make a check to recharge it, then discard it only if you fail the check. This means you cannot control when you discard your Alchemical cards (and spells/blessings). It's much easier to re-use your allies when you leave them in your discard pile, due to Twitch Tonic, so the fact that she unintentionally keeps recharging Alchemical allies actually significantly weakens her combo.

If you don't have Twitch Tonic available, then recharging your allies is desirable... but between card draw and the 4 cards that can search out Twitch Tonic (Delve, Call Potion, Blessing of Kofusachi and Robe of Items), that should almost never happen. So if I were to improve this deck, I'd pick out a bunch of high-quality NON alchemical allies, because discarding allies is preferable to recharging them in this case. Especially because with Potion of Heroism/Steal Soul/Wandermeal she'll never fail a Knowledge check ever again, even if you want her to.

I made a second mistake; when I've displayed all of the items that are displayed for a full turn, my Robe of Items only has 2 legal targets at most to draw (Twitch Tonic and Potion of Focus). Switching out my Potion of Restoration (or Wandermeal, depending on what I want to be good at) for another potion, like an offensive grenade, or some fireworks, or even Wayfinder for more means of movement (and exploration), would greatly improve the effectiveness of the combo.

Even so, whilst I'm certain those changes would significantly improve the deck; it's hard to see how important it would be when my standard to measure against is a turn-1 win anyway...

WEAKNESSES OF THE STRATEGY
So what COULD stop Myrtle? Well, in a word: combat. She can't use attack spells effectively, nor weapons. Sunrod is the only real powerful tool in her arsenal, and it requires recharging alchemical items to use... which means a series of combat checks on a single monster could spell disaster for her. Some cards might also throw unreducable damage, recharges or bury card costs which could inhibit her greatly.

Furthermore, since she usually stacks a lot of non-optional static bonuses, and usually only have one or two cards to deal with a given situation, she is also at risk of overkilling banes that punish you for doing so. If her Robe of Items, Twitch Tonic or Sunrod are buried then her strategy can entirely die out, potentially.

SUGGESTIONS FOR REBALANCE
Is this build overpowered? In my opinion; yes - same with any build that can easily turn-1 win a scenario before another player even gets a turn. Besides just telling players not to do it, what could be changed to render this build nerfed?

Well, Myrtle's core power to recharge or discard blessings, spells and potions that would normally be banished or discarded is already incredibly powerful... but it's essential to work with her Class Deck, so you can't really mess with that power.

Her Reanimator Role lets her re-use various card types, and search them out, with trivial ease over and over, and is the core reason why Myrtle works with this strategy in a way that the other alchemists won't necessarily allow (that, and her large Ally count). Could her power to search out items/spells/allies be weakened and still be good? I think so. If nothing else, you could make it;

"[ ] The first time each turn a character at your location defeats a monster, you may draw an ally ([] or a spell or an item) from your discard pile ([ ] or search your deck for a card of that type and draw it)."

Or...

"[ ] When a character at your location defeats a monster, you may draw a random ally ([ ] or spell or item) from your discard pile ([ ] or examine cards from your deck until you examine a card of that type and draw it, then shuffle your deck)."

Both would either decrease the consistency of the combo (or make it harder to pull off) or at least limit how far you can push it in a turn. I would argue that they would remain powerful power feat expenditures even with this limitation.

Finally, Twitch Tonic or Robe of Items may be changed. Twitch Tonic is annoying... because I think it's overpowered in general, so I don't really have any strong recommendations. Probably my strongest recommendation would be change it to read;

"Display this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck. At the end of your turn, banish this card."

That, at least, prevents it from being spammed in a single turn.

Robe of Items could be changed to a "Bury" rather than a Discard effect, and I think it would still be a very powerful Item 5 card in Ultimate Equipment. It still is equivalent to the power level of your next best 3 items combined, basically!

"Bury this card to search your deck and discard pile for up to 3 cards that have the Accessory, Book, Liquid, or Object trait and draw them."


Deck Handler

(Big thank you to Matsu Kurisu for making this particular test possible.)

For my second test, I will be playing the following:

CHARACTER: Reepazo, no Role card.
DECKS: Goblins Burn Character Deck and the Ultimate Magic Add-On Deck.
TIER: 2 (Has completed 2 scenarios since entering Tier 2)
FEATS: 2 Skill/2 Power/1 Card
SCENARIO: 3-2C: ELEMENTAL EXCAVATION
USING LOOT/TRADERS?: No.

Regarding Ownership of Reepazo:
Unlike Mother Myrtle, I do not own a physical copy of Reepazo. However, I have paid for a copy of Reepazo from Paizo, and have verified my proof-of-purchase. Paizo literally has my money for Reepazo, so I am considering myself to own a copy from all reasonable moral standpoints. As stated in my original post, I will only use content that I can personally attest to owning and have verified as appropriate.

I do, of course, know her full character text.

What I'm Testing:
Reepazo is a powerful, versatile character under normal circumstances; able to limit her means of using boons to improve every other aspect of her character by going into 'bugform' for as long as she wants. So-called 'bugform' replaces some of her dice... but also adds the Vermin trait to all of her checks. Reepazo adds 1d6 to any check invoking Vermin, as well as being able to draw a card whenever she makes one of those checks.

That means, as long as she can stay in bugform, Reepazo will add a bonus 1d6 to every check she makes, and draw a card every time she makes a check. Every check to defeat, every check to acquire, every BYA check, every AYA check, every check required by a boon (such as checks to recharge); ALL of them. Stacking your deck with cards that can be used in bugform means you can continue playing with an effectively infinite hand size, bolstered all the more by the fact that she can easily heal herself with Cure spells, then draw cards off the recharge checks for those very spells!

Infinite card draw and infinite heal can very easily be tuned, with the right deck and boons, to some incredibly powerful turns. The extra dice provided just push that even further. But can she manage another turn 1 win... in Tier 2?


Regarding Loot cards and Traders:
As per before, I'm ignoring loot and traders to limit the power level of Reepazo as much as possible.

I will, however, say that they would be quite helpful!
With Sunburst Market, Reepazo can trade a card that does not have the Goblin, Melee, Poison, Vermin or Divine traits from her deck for another Blessing of the Ancients. This is especially notable as she cannot build a deck that doesn't have at least 1 ally without those traits, no matter her Add-On deck, without using Traders or Loot.

Meanwhile, the Loot options, in Season 3, would allow her to slot in Remove Curse and Elemental Treaty for scenarios where they would benefit, as well as providing the Scarab Buckler (which, whilst it cannot be used in bugform, is an excellent shield for her both for its poison-synergy and healing). For this particular scenario, Natron Fang may be desireable for this particular scenario, too.

Finally, very shortly after this scenario, Reepazo would get access to my favorite Loot card of all time; Neferekhu, which gives her even MORE chances to draw cards by making the Diplomacy checks against it (with the added 1d6). Neferekhu's curse is, of course, a limiting factor here, but one that virtually dissipates with the right boons to add to her checks, including what she can do post-role. In fact, if this version of Reepazo doesn't perform to my expectations, I'll jump to a later tier, perhaps with Loot and Traders, to show off what I know she's capable of.

And yes, Neferekhu can be used freely in bugform; it has the melee trait. Have fun tripling Reepazo's Wisdom and drawing even more cards off the Diplomacy checks!


Why Tier 2, and why 3-2C?:
Unlike previously, I'm going with a relatively low-tier scenario; this would be the 8th scenario of a character, normally. This is a huge barrier to trying to make any kind of "turn 1 win" or "infinite combo" or any kind of broken build, with no Role powers, few feats and few boon options to turn to, in addition to having also restricted myself from Loot and Traders.

And yes, of course, Reepazo does have some very powerful post-role options. Most notably of all, she can treat ALL allies as Vermin, giving her FAR more versatility and power in her boon options (including means to move and explore and add bonus dice to everything - special shoutout to Bound Lantern Archon that can consistently be recharged to draw 2 cards in Reepazo's hands whilst in bugform). And, of course, in higher tiers she has even more powerful cards to exploit her powers with, and will be able to use cards like Potion of Heroism and Steal Soul to boot, much like how Myrtle stacked so many bonuses.

But I think the core "broken" powers of Reepazo, unlike almost any other character that can 'infinitely' do anything, are actually on her normal character card, not her Role. So let's test that theory and see if we can make an early-game broken combo. If that's the case, this is even more shocking that Myrtle, since this isn't something that only becomes feasible in the 'late-game', but something that dominates almost every stage of an adventure path.

As for why 3-2C; once again, it's a relatively 'normal' scenario, and it's also the earliest possible scenario where Reepazo would be expected to have 2 power feats, which is the minimum I need for this combo to work. She'd have more AD2 cards and another card feat if I picked a later scenario, and 3-2E would be easier for her since she doesn't even need to worry about moving in order to get a turn-1 win... but again, I'm making things hard for Reepazo to further demonstrate how powerful I expect her strategy to be.


Decklist:
Horsechopper Weapon B
Djinni Quarterstaff Weapon 1
Cure Spell B
Fire Snake Spell B
Sphere of Fire Spell 1
Locate Object Spell 1
Fly Spell 2
Armor of the Sands Armor B
Wand of Detect Magic Item 1
Reformarium Servant Ally B
Toad Ally 1
Mighty Gugmuff XXXII Ally 2
Blessing of Hadregash Blessing 1
Blessing of the Gobs Blessing B
Blessing of the Gobs 2 Blessing B
Blessing of the Gobs 3 Blessing B

Build Intent and Prediction:
Pretty simple. Stack cards that can be used in bugform, as well as cards that force me to make checks. Exploit all of this to draw cards, explore lots, draw more cards, heal myself, explore more, draw more cards, etc.

I've built a deck that would be possible to build without replaying scenarios, incidentally; the 6 AD1 cards are possible because of a bonus card upgrade given in 3-1B. Every single card can be played in bugform but Toad - no way around that without Traders.

I will say that there's a few big holes to speak of. Firstly; only 2 methods of moving, which risks stranding her in a location after closing it, crippling my chance for a one-turn win. Secondly; only 1 Cure spell, so failing to recharge it (or being unable to draw it in the right span of time) could both seriously weaken my strategy. Thirdly, Reepazo only has a hand size of 4, inhibiting the likelihood I draw the cards I need before I start chaining my draws together properly.

I'll also point out that these holes could be patched, and the entire deck run much smoother, with Traders, or the bonus Card Feat and larger number of AD2 boons I'd have if I were playing later in Tier 2 (for example, getting a second Cure spell), or even a Remove Curse (either from Ultimate Magic or as Loot). But, again, I'm trying to put limits on myself.

I expect, maybe, a turn 2 victory. I'm also aware that certain Curses could completely turn the scenario against Reepazo (not just Scourges, but certain barriers), and the villain here is a bit tricky. Again, things that could be offset better with different boons, more card upgrades, Loot and the like (see: Remove Curse).

Reepazo wrote:

Hand:

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Divine: Wisdom+2
Charisma d6 [ ]+1 [ ]+2
Survival: Charisma+3

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light Armor // Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([X] and before the roll, you may draw a card).


As per the adventure power, a random Aspis Ally is drawn from the box: Kafar.

Kafar:

Ally B
Traits: Trigger Human Rogue Aspis
To Acquire: Wisdom Charisma Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait. Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

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

During This Adventure: The scourge die is 1d6.

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.

All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.

When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.

When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.
Additional Rules:

Nebta-Khufre:

Villain 2
Type: Monster
Traits: Human Necromancer
To Defeat: Combat Divine 15 THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Gaunt Cadaver:

Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
Bheg:

Henchman 2
Type: Monster
Traits: Undead Ghoul Alchemist Poison
To Defeat: Combat 12 THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

Turn: 1, Reepazo/Yewstance
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:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

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

Spoiler:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Spoiler:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Barriers
Spoiler:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Spoiler:
Fireball Trap
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Spoiler:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Spoiler:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Spoiler:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Weapons
Spoiler:
Khopesh
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Spoiler:
Djinni Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Spoiler:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Spoiler:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spells
Spoiler:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.

Spoiler:
Immolate
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spoiler:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Bone Lamellar
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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Spoiler:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Items
Spoiler:
Effigy of Maat
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 acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

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

Spoiler:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Spoiler:
Noxious Bomb
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

Allies
Spoiler:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Spoiler:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Spoiler:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Spoiler:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 2 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 4 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 8 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 9 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 11 /
Blessing of Abadar
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:
Blessings Deck Card 12 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 13 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 15 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 16 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 19 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 21 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 23 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 24 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 26 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 27 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 28 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 29 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mumia Lab Card 1:
Twitch Tonic
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Mumia Lab Card 2:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Mumia Lab Card 3:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Mumia Lab Card 4:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Mumia Lab Card 5:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Mumia Lab Card 6:
Bheg
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
Alchemist
Poison
To Defeat:
Combat 12
THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage.
If defeated, you may gain a random item that has the Alchemical trait from the box.
If undefeated, end your turn.

Mumia Lab Card 7:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Mumia Lab Card 8:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Mumia Lab Card 9:
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 each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Mumia Lab Card 10:
Smoke Stick
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Sepulcher of the Servant
At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Sepulcher of the Servant Card 1:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Sepulcher of the Servant Card 2:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

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

Sepulcher of the Servant Card 4:
Flaming Heavy Pick +1
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Sepulcher of the Servant Card 5:
Speak with Dead
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.

Sepulcher of the Servant Card 6:
Curse of Teeth and Fleas
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.

Sepulcher of the Servant Card 7:
Blessing of Abadar
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.

Sepulcher of the Servant Card 8:
Scarab Swarm
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.

Sepulcher of the Servant Card 9:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.

Sepulcher of the Servant Card 10:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
To Defeat:
Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Yewstance, None

The Shiny Bauble Card 1:
Nebta-Khufre
Villain 2
Type: Monster
Traits:
Human
Necromancer
To Defeat:
Combat
Divine 15
THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.

The Shiny Bauble Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

The Shiny Bauble Card 3:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

The Shiny Bauble Card 4:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

The Shiny Bauble Card 5:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

The Shiny Bauble Card 6:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

The Shiny Bauble Card 7:
Clinging Venom
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

The Shiny Bauble Card 8:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

The Shiny Bauble Card 9:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

The Shiny Bauble Card 10:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.


Deck Handler

Reepazo starts at The Shiny Bauble, draws her starting hand and, of course, draws Kafar to her hand with the adventure power.

Reepazo wrote:

Hand: Armor of the Sands, Djinni Quarterstaff, Horsechopper, Fire Snake, Kafar,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Egh, both of my weapons. Still, this can probably work.
Sideboard cards:

Start of turn, Reepazo uses The Shiny Bauble.

Examining Blessing of Wadjet. Reepazo encounters it.
Auto-acquire Blessing of Wadjet (Divine: 1d8+4).

Free explore.
Shiny Bauble 1: Nebta-Khufre (VILLAIN)
Wait, seriously!? Dude, you're messing with my strategy as being my first encounter... Also, this might suck.
Reepazo displays Blessing of Wadjet to activate 'bugform'.

Before Reepazo Acts, she searches The Shiny Bauble for Undead, encountering each. (Most monsters are given the Undead trait from the scenario power)

Shiny Bauble 3: Ghoul
Reveal Horsechopper for combat. Reepazo's in bugform (1d12 dexterity, adds the vermin trait, adds 1d6 from the vermin trait).
Combat 11: 1d12 + 1 + 1d10 + 1d6 ⇒ (2) + 1 + (5) + (1) = 9 Reepazo draws a card (Mighty Gugmuff XXXII) from her power. Failed, discard Horsechopper to reroll.
Combat 11: 1d12 + 1 + 1d10 + 1d6 ⇒ (6) + 1 + (2) + (1) = 10 Failed again. Take 1 damage.

Bury Armor of the Sands (it has the divine trait) to reduce damage to 0, then attempts a Divine check to recharge. Vermin trait and +1d6 and draw a card, as always.
Divine 12: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12 Reepazo draws (Locate Object). Pass, Armor of the Sands recharged.

Continuing searching the deck.

Shiny Bauble 4: Shock Elemental (not Undead; see the scenario power).

No other undead. Continue onto the checks to defeat Nefta-Khufre.
Reveal Djinni Quarterstaff for combat. Recharge Mighty Gugmuff XXXII and reveal Djinni Quarterstaff to add 1d4+1.
Combat 15: 1d12 + 1 + 1d10 + 1d6 + 1d4 + 1 ⇒ (4) + 1 + (8) + (4) + (4) + 1 = 22 Reepazo draws (Blessing of the Gobs). Onto combat check 2.

Reveal Djinni Quarterstaff, discard and bury Blessing of the Gobs to add a die and acquire and recharge Blessing of Pharasma from the Blessings Deck.
Combat 16: 2d12 + 1 + 1d10 + 1d6 ⇒ (3, 5) + 1 + (9) + (4) = 22 Reepazo draws (Cure). Villain defeated and escapes. The Shiny Bauble is closed.

Reepazo casts Cure to shuffle the only card in her discard pile (Horsechopper) back into her deck, clearing her recharge pile, then attempts to recharge it.
Divine 8: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 Reepazo draws (Fly). Cure recharged.

NICE! I got lucky and can continue my turn, but first let's process the villain escape and post an update. Monsters, rather than blessings, cover the villain's escape due the scenario power.

Reepazo wrote:

Hand: Fly, Djinni Quarterstaff, Fire Snake, Kafar, Locate Object,

Displayed: ((IN BUGFORM)), Blessing of Wadjet,
Deck: 12 Discard: 0 Buried: 1
Notes: Lucky draw on Fly! Also super wierd shuffling for the villain; and I can't quite decide whether it helps or hurts. It hurt because it gave Reepazo FAR fewer chances to draw and control her hand, but it helps because it basically cuts a third from the scenario quickly.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Divine: Wisdom+2
Charisma d6 [ ]+1 [ ]+2
Survival: Charisma+3

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light Armor // Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([X] and before the roll, you may draw a card).


During This Adventure: The scourge die is 1d6.

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.

All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.

When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.

When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.
Additional Rules:

Nebta-Khufre:

Villain 2
Type: Monster
Traits: Human Necromancer
To Defeat: Combat Divine 15 THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Gaunt Cadaver:

Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
Bheg:

Henchman 2
Type: Monster
Traits: Undead Ghoul Alchemist Poison
To Defeat: Combat 12 THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

Turn: 1, Reepazo/Yewstance
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:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

Spoiler:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Spoiler:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

Spoiler:
Caryatid Column
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

Barriers
Spoiler:
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 die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Spoiler:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Spoiler:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Spoiler:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Spoiler:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Weapons
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.

Spoiler:
Sling Staff
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

Spoiler:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Greatclub +1
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:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spells
Spoiler:
Toxic Cloud
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Immolate
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.

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

Spoiler:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.

Spoiler:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

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

Spoiler:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

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

Spoiler:
Flash Freeze
Item B
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

Spoiler:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Spoiler:
Brilliance of Ra
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

Allies
Spoiler:
Marianix Karn
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.

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

Spoiler:
Druid of the Hive
Ally B
Traits:
Thriae
Druid
Veteran
Poison To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Spoiler:
Unwrapped Harmony
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

Spoiler:
Shock Lizard
Ally B
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 2 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 6 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 7 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 9 /
Blessing of Abadar
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:
Blessings Deck Card 10 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 11 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 13 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 17 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 19 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 21 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 22 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 24 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 25 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 26 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 27 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Mumia Lab Card 1:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Mumia Lab Card 2:
Bheg
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
Alchemist
Poison
To Defeat:
Combat 12
THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage.
If defeated, you may gain a random item that has the Alchemical trait from the box.
If undefeated, end your turn.

Mumia Lab Card 3:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Mumia Lab Card 4:
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 each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Mumia Lab Card 5:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Mumia Lab Card 6:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Mumia Lab Card 7:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Mumia Lab Card 8:
Twitch Tonic
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Mumia Lab Card 9:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Mumia Lab Card 10:
Nebta-Khufre
Villain 2
Type: Monster
Traits:
Human
Necromancer
To Defeat:
Combat
Divine 15
THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.

Mumia Lab Card 11:
Smoke Stick
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Sepulcher of the Servant
At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Sepulcher of the Servant Card 1:
Speak with Dead
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.

Sepulcher of the Servant Card 2:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.

Sepulcher of the Servant Card 3:
Curse of Teeth and Fleas
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.

Sepulcher of the Servant Card 4:
Flaming Heavy Pick +1
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Sepulcher of the Servant Card 5:
Scarab Swarm
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.

Sepulcher of the Servant Card 6:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
To Defeat:
Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.

Sepulcher of the Servant Card 7:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Sepulcher of the Servant Card 8:
Blessing of Abadar
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.

Sepulcher of the Servant Card 9:
Bonecrusher Chieftain
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
If you play a weapon on your check to defeat, discard it.

Sepulcher of the Servant Card 10:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Sepulcher of the Servant Card 11:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reepazo/Yewstance, None


Deck Handler

Reepazo continues her turn.
Reepazo uses Fly, examining the top card of each remaining location deck.
Mumia Lab 1: Fire Lance
Sepulcher of the Servant 1: Speak with Dead

Reepazo moves to the Sepulcher with Fly, then tries to recharge it.
Divine 10: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15 Reepazo draws (Mighty Gugmuff XXXII) and recharges Fly.

Reepazo uses Locate Object to examine her location until she encounters a boon.
Sepulcher of the Servant 1: Speak with Dead
Divine 4 (check to acquire): 1d8 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11 Reepazo draws (Reformarium Servant) and acquires Speak with Dead.
Divine 8: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 Reepazo draws (Blessing of Hadregash) and discards Locate Object.

Locate Object shuffles the location deck, but I'll ignore that because I don't know the order anyway; it's equally random. Moving on.

Reepazo discards Reformarium Servant to explore.
Sepulcher of the Servant 2: Sand Creeper
I won't use the scenario power, and just encounter him.
Reveal Djinni Quarterstaff for combat.
Combat 9: 1d12 + 1 + 1d6 + 1 + 1d6 ⇒ (11) + 1 + (6) + 1 + (1) = 20 Reepazo draws (Blessing of Pharasma) and defeats Sand Creeper. Reepazo displays Speak with Dead for defeating Sand Creeper.

Reepazo discards Blessing of Hadregash to explore.
Sepulcher of the Servant 3: Curse of Teeth and Fleas
Divine check. +1d6 from Vermin trait from bugform and a bonus die from Speak with Dead.
Divine 10: 2d8 + 4 + 1d6 ⇒ (3, 3) + 4 + (6) = 16 Reepazo draws (Blessing of the Gobs 2)

Reepazo discards and buries Blessing of the Gobs 2 to explore, also acquiring and recharging Blessing of Bastet from the Blessings deck.
Sepulcher of the Servant 4: Flaming Heavy Pick +1
Melee 12: 1d12 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9 Reepazo draws (Toad) and banishes Flaming Heavy Pick +1.
Reepazo finally recharges the displayed Blessing of Wadjet to cancel bugform. Now I can use more of my allies before going back into bugform.

Reepazo buries Toad to draw Locate Object from her discard pile.

Reepazo discards Kafar to explore.
Sepulcher of the Servant 5: Scarab Swarm
And Reepazo gets the Vermin bonuses anyway, interesting.
Combat 10: 1d8 + 1 + 1d6 + 1 + 1d6 ⇒ (8) + 1 + (5) + 1 + (3) = 18 Reepazo draws (Armor of the Sands) and defeats Scarab Swarm.

Reepazo uses Locate Object to examine until she finds a boons.
Sepulcher of the Servant 6: Gaunt Cadaver
Sepulcher of the Servant 7: Guardian Scroll
Sepulcher of the Servant 8: Blessing of Abadar
Reepazo encounters Blessing of Abadar and enters bugform by displaying Armor of the Sands.
Reepazo auto-acquires Blessing of Abadar and draws (Horsechopper).
Divine 8: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (3) = 15 Reepazo draws (Wand of Detect Magic) and recharges Locate Object.

Locate object shuffles the location deck, so I'll use that as an excuse to update and shuffle the location deck with a scenario update. Reepazo's got a means to move (Mighty Gugmuff XXXII) and plenty of means to explore, and is digging closer to hitting her Cure again. She's hit her stride and should turn-1 this scenario by now, I suspect.

Reepazo wrote:

Hand: Mighty Gugmuff XXXII, Djinni Quarterstaff, Fire Snake, Blessing of Pharasma, Blessing of Abadar, Horsechopper, Wand of Detect Magic,

Displayed: ((IN BUGFORM)), Armor of the Sands, Speak with Dead,
Deck: 6 Discard: 3 Buried: 3
Notes: 7 cards in hand now; curious I haven't seen my Sphere of Fire yet, but things are going sufficiently well without it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Divine: Wisdom+2
Charisma d6 [ ]+1 [ ]+2
Survival: Charisma+3

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light Armor // Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([X] and before the roll, you may draw a card).


During This Adventure: The scourge die is 1d6.

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.

All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.

When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.

When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.
Additional Rules:

Nebta-Khufre:

Villain 2
Type: Monster
Traits: Human Necromancer
To Defeat: Combat Divine 15 THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Gaunt Cadaver:

Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
Bheg:

Henchman 2
Type: Monster
Traits: Undead Ghoul Alchemist Poison
To Defeat: Combat 12 THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

Turn: 1, Reepazo/Yewstance
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:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Spoiler:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Spoiler:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Spoiler:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Spoiler:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Barriers
Spoiler:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

Spoiler:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.

Spoiler:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this 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 until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Spoiler:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Weapons
Spoiler:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Khopesh
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Spoiler:
Greatclub +1
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:
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spells
Spoiler:
Toxic Cloud
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

Spoiler:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Spoiler:
Bone Lamellar
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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

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

Items
Spoiler:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Spoiler:
Brilliance of Ra
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

Spoiler:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

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

Spoiler:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Allies
Spoiler:
Basif Iosep
Ally 2
Traits:
Half-Elf
Shopkeeper
Assassin To Acquire:
CharismaDiplomacy 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:
Osirion Ancestor
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 it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

Spoiler:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Mumia Smugglers
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 return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 5 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 6 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 8 /
Blessing of Abadar
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:
Blessings Deck Card 9 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 10 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 12 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 16 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 18 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 20 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 21 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 24 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 25 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 26 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Mumia Lab Card 1:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Mumia Lab Card 2:
Bheg
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
Alchemist
Poison
To Defeat:
Combat 12
THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage.
If defeated, you may gain a random item that has the Alchemical trait from the box.
If undefeated, end your turn.

Mumia Lab Card 3:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Mumia Lab Card 4:
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 each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Mumia Lab Card 5:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Mumia Lab Card 6:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Mumia Lab Card 7:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Mumia Lab Card 8:
Twitch Tonic
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Mumia Lab Card 9:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Mumia Lab Card 10:
Nebta-Khufre
Villain 2
Type: Monster
Traits:
Human
Necromancer
To Defeat:
Combat
Divine 15
THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.

Mumia Lab Card 11:
Smoke Stick
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Sepulcher of the Servant
At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Reepazo/Yewstance, None

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

Sepulcher of the Servant Card 2:
Gaunt Cadaver
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
To Defeat:
Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.

Sepulcher of the Servant Card 3:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Sepulcher of the Servant Card 4:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Sepulcher of the Servant Card 5:
Bonecrusher Chieftain
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
If you play a weapon on your check to defeat, discard it.

The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Continuing Reepazo's turn.

Reepazo uses Wand of Detect Magic to examine the top of her location deck.
Sepulcher of the Servant 1: Blessing of the Ancients
Lucky! It's a blessing, so Reepazo encounters it and auto-acquires Blessing of the Ancients (Divine 3:2d8+4+1d6), and draws a card (Sphere of Fire). (Yes, I forgot Speak with Dead's bonus die earlier)
Reepazo auto-recharges Wand of Detect Magic (Divine 6:2d8+4+1d6), and draws a card (Blessing of the Gobs 3).

Reepazo discards and buries Blessing of the Gobs 3 to explore her location, acquiring and recharging Blessing of Horus from the blessings deck.
Sepulcher of the Servant 2: Gaunt Cadaver

It just occurred to me that I forgot to actually use the scenario rule about closing locations when defeating the Scarab Swarm (the Sand Creeper wasn't deep enough in the deck to matter). Well, since it's optional, and I've drawn more cards than I've spent by exploring, we'll say it's been intentional (and the odds were low previously anyway).
Anyway, Reepazo takes 1 BYA poison damage, discarding Djinni Quarterstaff.
Reepazo reveals Horsechopper for combat.
Combat 13: 1d12 + 1 + 1d10 + 1d6 ⇒ (6) + 1 + (1) + (4) = 12 Reepazo draws (Cure) and fails the combat check; Reepazo discards Horsechopper to roll again.
Combat 13: 1d12 + 1 + 1d10 + 1d6 ⇒ (5) + 1 + (7) + (1) = 14 Gaunt Cadaver defeated. Reepazo displays Curse of Withering, then rolls to see if she can attempt to close with the scenario power.
DC 4: 1d8 ⇒ 5 Reepazo closes the Sepulcher of the Servant by taking a Curse of Withering... which is ignored as she already has one.

Reepazo attempts to recharge Speak with Dead.
Divine 6 (Curse of Withering): 2d6 + 4 + 1d6 ⇒ (5, 2) + 4 + (3) = 14 Reepazo draws (Fly) and Speak with Dead recharged.

Reepazo casts cure on herself.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 Reformarium Servant, Kafar, Djinni Quarterstaff and Horsechopper randomly shuffled back into Reepazo's deck. Recharged pile cleared.
Divine 8 (Curse of Withering): 2d6 + 4 + 1d6 ⇒ (3, 1) + 4 + (2) = 10 Reepazo draws (Blessing of Bastet) and Cure recharged.

Time for a scenario update!

Reepazo wrote:

Hand: Mighty Gugmuff XXXII, Fire Snake, Blessing of Pharasma, Blessing of Abadar, Sphere of Fire, Blessing of Bastet, Fly, Blessing of the Ancients

Displayed: ((IN BUGFORM)), Armor of the Sands, Curse of Withering,
Deck: 10 Discard: 1 Buried: 4
Notes: So far so good!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Divine: Wisdom+2
Charisma d6 [ ]+1 [ ]+2
Survival: Charisma+3

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light Armor // Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([X] and before the roll, you may draw a card).


During This Adventure: The scourge die is 1d6.

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.

All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.

When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.

When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.
Additional Rules:

Nebta-Khufre:

Villain 2
Type: Monster
Traits: Human Necromancer
To Defeat: Combat Divine 15 THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Gaunt Cadaver:

Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
Bheg:

Henchman 2
Type: Monster
Traits: Undead Ghoul Alchemist Poison
To Defeat: Combat 12 THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

Turn: 1, Reepazo/Yewstance
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:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Spoiler:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Scarab Swarm
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:
Desert Trapper
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:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Barriers
Spoiler:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Spoiler:
Fireball Trap
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

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

Spoiler:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

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

Weapons
Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

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

Spoiler:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spells
Spoiler:
Toxic Cloud
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

Spoiler:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.

Spoiler:
Canopic Wrap
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Spoiler:
Filter Hood
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Spoiler:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

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

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

Spoiler:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Spoiler:
Flame Staff
Item B
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

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

Allies
Spoiler:
Ubashki
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.

Spoiler:
Shock Lizard
Ally B
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

Spoiler:
Tomb Raider
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Spoiler:
Stained Glass Elemental
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 your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

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

Blessings
Spoiler:
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 4 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 7 /
Blessing of Abadar
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:
Blessings Deck Card 8 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 9 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 17 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 19 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 20 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 22 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 23 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 24 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 25 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Mumia Lab Card 1:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Mumia Lab Card 2:
Bheg
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
Alchemist
Poison
To Defeat:
Combat 12
THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage.
If defeated, you may gain a random item that has the Alchemical trait from the box.
If undefeated, end your turn.

Mumia Lab Card 3:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Mumia Lab Card 4:
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 each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Mumia Lab Card 5:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Mumia Lab Card 6:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Mumia Lab Card 7:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Mumia Lab Card 8:
Twitch Tonic
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Mumia Lab Card 9:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Mumia Lab Card 10:
Nebta-Khufre
Villain 2
Type: Monster
Traits:
Human
Necromancer
To Defeat:
Combat
Divine 15
THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.

Mumia Lab Card 11:
Smoke Stick
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Sepulcher of the Servant
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reepazo/Yewstance, None

The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Reepazo continues her turn.

Reepazo uses Fly to examine the top card of the Mumia Lab,
Mumia Lab 1: Fire Lance
Reepazo moves to the Mumia Lab with Fly's power, then attempts to recharge it.
Divine 10: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 Reepazo draws (Horsechopper) and recharges Fly.

Discard Blessing of the Ancients to examine, then explore.
Mumia Lab 1: Fire Lance
Reepazo explores again, and so banishes Curse of Withering to to Gaunt Cadaver's effect from her last encounter.
Dexterity 5: 1d12 + 1d6 ⇒ (12) + (1) = 13 Reepazo draws (Reformarium Servant) and acquires Fire Lance.

Discard Reformarium Servant to explore.
Mumia Lab 2: Bheg
Nice, heaps more chances to draw cards!
BYA Constitution 7: 1d12 + 1d6 ⇒ (11) + (3) = 14 Reepazo draws (Blessing of Wadjet) and passes the check.
Reepazo reveals Horsechopper for the first combat check.
Combat 12: 1d12 + 1 + 1d10 + 1d6 ⇒ (1) + 1 + (3) + (2) = 7 Reepazo draws (Kafar). Failure; discard Horsechopper to reroll the dice.
Combat 12: 1d12 + 1 + 1d10 + 1d6 ⇒ (1) + 1 + (3) + (6) = 11 Again? Huh. Recharge Blessing of Bastet to reroll the 1d12 die.
Combat 12: 1d12 + 10 ⇒ (6) + 10 = 16 First combat check passed.
Reepazo displays Fire Sphere for the second combat check. Recharge Mighty Gugmuff XXXII to add 1d4.
Combat 14: 1d8 + 4 + 1d6 + 1d4 + 1d6 ⇒ (1) + 4 + (4) + (1) + (6) = 16 Reepazo draws (Locate Object). Second combat check passed.
Bheg defeated; Reepazo draws Embalming Fluid from the box.

More than 8 cards left in the location deck, so ignoring the scenario power when defeating an undead. A lot of cards were moved, so posting a hand update:

Reepazo wrote:

Hand: Fire Snake, Blessing of Pharasma, Blessing of Abadar, Blessing of Wadjet, Kafar, Locate Object, Embalming Fluid, Fire Lance

Displayed: ((IN BUGFORM)), Armor of the Sands, Sphere of Fire,
Deck: 8 Discard: 4 Buried: 4
Notes: More cards expended than I expected, but Bheg still provided 3 drawn cards plus another from the box! I can even use Embalming Fluid in bugform as it has the Poison trait, and it triggers more checks!
Sideboard cards:

Reepazo uses Locate Object to examine until she finds a boon to encounter.

Mumia Lab 3: Burglar's Buckler
Reepazo encounters Burglar's Buckler. Reveal Blessing of Wadjet to add 1d4.
Constitution 6: 1d12 + 1d6 + 1d4 ⇒ (1) + (5) + (4) = 10 Reepazo draws (Djinni Quarterstaff) and acquires Burglar's Buckler.
Divine 8: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8 Reepazo draws (Wand of Detect Magic) and recharges Locate Object.
Again, I'll ignore the 'shuffle the deck' requirement of Locate Object, because it's equally randomised either way when I haven't seen them.

Reepazo uses Wand of Detect Magic to examine the top card of the location deck.
Mumia Lab 4: Acute Senses
I never have this good luck with Detect Magic in actual games. Anyway, Reepazo encounters Acute Senses, then attempts to recharge Wand of Detect Magic.
Reepazo auto-passes both checks (Divine 4, followed by Divine 6, with 1d8+4+1d6), acquiring acute Senses, recharging Wand of Detect Magic, and drawing 2 cards (Blessing of Horus, Speak with Dead).
I may want my armor back, and I've got Acute Senses as a junk Divine card to display later, so Reepazo will recharge the displayed Armor of the Sands to end bugform.

Again, my hand's changed a bunch in those two encounters, so putting in another hand update.

Reepazo wrote:

Hand: Fire Snake, Blessing of Pharasma, Blessing of Abadar, Blessing of Wadjet, Kafar, Blessing of Horus, Embalming Fluid, Fire Lance, Djinni Quarterstaff, Burglar's Buckler, Speak with Dead, Acute Senses,

Displayed: Sphere of Fire,
Deck: 7 Discard: 4 Buried: 4
Notes:
Sideboard cards:

Discard Kafar to explore.

Mumia Lab 5: Bonecrusher Hunter
Display Acute Senses to enter bugform. Reveal Embalming Fluid to ignore the (undead-turned) Bonecrusher Hunter's immunities and add 2 to the check to defeat. Use the displayed Fire Sphere for combat.
Combat 11: 1d8 + 4 + 2 + 1d6 + 1d6 ⇒ (1) + 4 + 2 + (3) + (3) = 13 Reepazo draws (Cure) and Bonecrusher Hunter is defeated. Reepazo displays Speak with Dead for defeating a monster.
Discard Blessing of Horus to add a die to the Craft check required by Embalming Fluid.
Craft 7: 2d4 + 1d6 ⇒ (3, 4) + (5) = 12 Reepazo draws (Fly) and Embalming Fluid's side-effect is negated.
Scenario Power DC 7: 1d8 ⇒ 1 Reepazo cannot attempt to close the location.

Reepazo uses Cure on herself.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 5 cards (Horsechopper, Blessing of the Ancients, Blessing of Horus, Blessing of Hadregash, Kafar) are shuffled from discard pile into the deck, recharged pile cleared.
Divine 8: 2d8 + 4 + 1d6 ⇒ (2, 2) + 4 + (4) = 12 Reepazo draws (Armor of the Sands) and Cure is recharged.

Reepazo's turn is still ongoing, but this post is getting long so I'll make an update.

Reepazo wrote:

Hand: Fire Snake, Blessing of Pharasma, Blessing of Abadar, Blessing of Wadjet, Fly, Embalming Fluid, Fire Lance, Djinni Quarterstaff, Burglar's Buckler, Armor of the Sands,

Displayed: ((IN BUGFORM)), Sphere of Fire, Acute Senses, Speak with Dead,
Deck: 10 Discard: 1 Buried: 4
Notes: Acute Senses is displayed for bugform, not for its power.
Sideboard cards:


During This Adventure: The scourge die is 1d6.

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.

All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.

When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.

When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.
Additional Rules:

Nebta-Khufre:

Villain 2
Type: Monster
Traits: Human Necromancer
To Defeat: Combat Divine 15 THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Gaunt Cadaver:

Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
Bheg:

Henchman 2
Type: Monster
Traits: Undead Ghoul Alchemist Poison
To Defeat: Combat 12 THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

Turn: 1, Reepazo/Yewstance
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:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

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

Spoiler:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Spoiler:
Scarab Swarm
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.

Barriers
Spoiler:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Spoiler:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

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

Spoiler:
Ambush
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 defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Weapons
Spoiler:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Galvanic Chakram +1
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Spoiler:
Hunga Munga
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

Spoiler:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

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

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

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

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

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

Armors
Spoiler:
Bone Lamellar
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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

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

Spoiler:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

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

Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Spoiler:
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.

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

Spoiler:
Seer’s Tea
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 replace them in any order; otherwise, shuffle your location deck.

Spoiler:
Osirion History Guide
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

Allies
Spoiler:
Qasin
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Embalmer
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Spoiler:
Caravan Guard
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Spoiler:
Druid of the Hive
Ally B
Traits:
Thriae
Druid
Veteran
Poison To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Spoiler:
Khelru
Ally 1
Traits:
Human
Cleric To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and 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. You may then explore your location.

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 4 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 7 /
Blessing of Abadar
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:
Blessings Deck Card 8 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 9 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 17 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 19 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 20 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 22 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 23 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 24 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 25 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Yewstance, None

Mumia Lab Card 1:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Mumia Lab Card 2:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Mumia Lab Card 3:
Twitch Tonic
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Mumia Lab Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Mumia Lab Card 5:
Nebta-Khufre
Villain 2
Type: Monster
Traits:
Human
Necromancer
To Defeat:
Combat
Divine 15
THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.

Mumia Lab Card 6:
Smoke Stick
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Sepulcher of the Servant
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Continuing Reepazo's turn.

Reepazo discards Blessing of Wadjet to examine the top card of her location deck, then explore.
Mumia Lab 1: Acid Mantis (TRIGGER)
Reepazo takes acid damage.
Acid Damage: 1d4 ⇒ 3
Reepazo buries Armor of the Sands to reduce the acid damage to 0, then attempts to recharge it (Speak with Dead still gives a bonus die).
Divine 12: 2d8 + 4 + 1d6 ⇒ (6, 8) + 4 + (2) = 20 Reepazo draws (Kafar) and Armor of the Sands is recharged.
Using the displayed Fire Sphere for combat.
Combat 9: 2d8 + 4 + 1d6 + 1d6 ⇒ (5, 7) + 4 + (5) + (6) = 27 Reepazo draws (Blessing of the Ancients) and Acid Mantis defeated.
Scenario Power DC 6: 1d8 ⇒ 8 Reepazo may attempt to close her location, and does so; summoning and encountering Crawling Hands.

Crawling Hands:

Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits. If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Reepazo reveals Embalming Fluid and uses her displayed Fire Sphere for combat.
Combat 13: 2d8 + 4 + 2 + 1d6 + 1d6 ⇒ (5, 8) + 4 + 2 + (4) + (2) = 25 Reepazo draws (Blessing of Horus) and defeats Crawling Hands, closing the Mumia Lab.
Craft 7: 1d4 + 1d6 ⇒ (4) + (3) = 7 Reepazo draws (Locate Object) and avoids Embalming Fluid's downside.

All cards in the Mumia Lab are banished, except for the villain. That was all caused from the 'examine' of Blessing of Wadjet, so Reepazo will continue to explore with the Blessing of Wadjet's power to encounter the villain. But first; gamestate update.

Reepazo wrote:

Hand: Fire Snake, Blessing of Pharasma, Blessing of Abadar, Kafar, Fly, Embalming Fluid, Djinni Quarterstaff, Burglar's Buckler, Blessing of the Ancients, Fire Lance, Blessing of Horus, Locate Object,

Displayed: ((IN BUGFORM)), Sphere of Fire, Acute Senses, Speak with Dead,
Deck: 7 Discard: 2 Buried: 4
Notes: 12 cards in hand by now. :)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Divine: Wisdom+2
Charisma d6 [ ]+1 [ ]+2
Survival: Charisma+3

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light Armor // Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([X] and before the roll, you may draw a card).


During This Adventure: The scourge die is 1d6.

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.

All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.

When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.

When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.
Additional Rules:

Nebta-Khufre:

Villain 2
Type: Monster
Traits: Human Necromancer
To Defeat: Combat Divine 15 THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Gaunt Cadaver:

Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, draw the scourge Curse of Withering from the box. If you explore again this turn, banish the Curse of Withering.
Bheg:

Henchman 2
Type: Monster
Traits: Undead Ghoul Alchemist Poison
To Defeat: Combat 12 THEN Combat 14
Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage. If defeated, you may gain a random item that has the Alchemical trait from the box. If undefeated, end your turn.

Turn: 1, Reepazo/Yewstance
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:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Spoiler:
Carrion Golem
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Spoiler:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.

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

Barriers
Spoiler:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.

Spoiler:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

Spoiler:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

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

Spoiler:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Weapons
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.

Spoiler:
Ooze Falchion +1
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Spoiler:
Hunga Munga
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

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

Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spells
Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Toxic Cloud
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Stoneskin
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Deathgrip
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.

Armors
Spoiler:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

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

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

Spoiler:
Filter Hood
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Spoiler:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

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

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

Spoiler:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

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

Spoiler:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Allies
Spoiler:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

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

Spoiler:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

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

Spoiler:
Embalmer
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

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

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

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

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

Spoiler:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 4 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 7 /
Blessing of Abadar
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:
Blessings Deck Card 8 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 9 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 17 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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:
Blessings Deck Card 19 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 20 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 22 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 23 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 24 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 25 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Yewstance, None

Mumia Lab Card 1 (Nebta-Khufre):
Nebta-Khufre
Villain 2
Type: Monster
Traits:
Human
Necromancer
To Defeat:
Combat
Divine 15
THEN Combat 16
Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
Sepulcher of the Servant
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Continuing Reepazo's turn. As mentioned, Reepazo still has an explore waiting now that the Trigger (and encounters caused by it) have fully resolved, so Reepazo explores to encounter the villain, Nebta-Khufre.

Mumia Lab 1: Nebta-Khufre
BYA: Reepazo summons and encounters a Natron Zombie

Natron Zombie:

Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number. After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Reepazo uses the displayed Sphere of Fire for combat, discards Blessing of Horus to add a die and the electricity trait and reveals Embalming Fluid.
Combat 14: 3d8 + 4 + 2 + 1d6 + 1d6 ⇒ (3, 4, 3) + 4 + 2 + (1) + (1) = 18 Reepazo draws (Blessing of Hadregash) and Natron Zombie is defeated.
Reepazo discards Blessing of the Ancients to add a die to her Craft check.
Craft 7: 2d4 + 1d6 ⇒ (2, 2) + (6) = 10 Reepazo draws (Blessing of Bastet) and Embalming Fluid's downside negated.

Onto fighting the villain.
Reepazo uses the displayed Sphere of Fire for combat, recharges Blessing of Abadar (it matches the top of the blessings discard pile) to add a die and reveals Embalming Fluid.
Combat 15: 3d8 + 4 + 2 + 1d6 + 1d6 ⇒ (3, 5, 2) + 4 + 2 + (4) + (3) = 23 Reepazo draws ()Wand of Detect Magic and first combat check passed.
Reepazo discards Blessing of Hadregash and Kafar to its power to add 2 dice to the check against Embalming Fluid.
Craft 7: 3d4 + 1d6 ⇒ (3, 1, 2) + (3) = 9 Reepazo draws (Mighty Gugmuff XXXII) and Embalming Fluid's downside negated.

Reepazo uses the displayed Sphere of Fire for combat, additionally discarding it, discards Blessing of Pharasma to add 2 dice and reveals Embalming Fluid.
Combat 16: 4d8 + 4 + 2 + 2d6 + 1d6 ⇒ (7, 1, 5, 1) + 4 + 2 + (6, 6) + (4) = 36 Reepazo draws (Horsechopper) and Nefta-Khufre is defeated and cannot escape.
Divine 9: 2d8 + 4 + 1d6 ⇒ (3, 3) + 4 + (6) = 16 Reepazo draws (Cure) and Sphere of Fire recharged.
Craft 7: 1d4 + 1d6 ⇒ (2) + (5) = 7 Reepazo draws (Armor of the Sands) and Embalming Fluid's downside negated.

SCENARIO OVER; REEPAZO WINS ON TURN 1.

Reepazo wrote:

Hand: Fire Snake, Armor of the Sands, Fly, Embalming Fluid, Djinni Quarterstaff, Burglar's Buckler, Fire Lance, Locate Object, Blessing of Bastet, Wand of Detect Magic, Mighty Gugmuff XXXII, Horsechopper, Cure,

Displayed: ((IN BUGFORM)), Acute Senses, Speak with Dead,
Deck: 2 Discard: 7 Buried: 4
Notes: Turn 1 win again.

Finished with 13 cards in hand; and I could've easily had more if I didn't intentionally burn all of my blessings and cards for dice at the end there. If there were more locations, I could keep using cards like Cure and Locate Object to still keep drawing and healing cards, as well as having plenty of combat means and the all-useful Fire Snake for any noncombat (which I didn't end up needing; the constant 1d6 to my checks was more than enough).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [X]+2 [ ]+3 [ ]+4
Divine: Wisdom+2
Charisma d6 [ ]+1 [ ]+2
Survival: Charisma+3

Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light Armor // Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([X] and before the roll, you may draw a card).


SCENARIO 3-2C COMPLETE.
TURNS TAKEN: 1

Acquired Cards:

Kafar (Ally B)
Burglar's Buckler (Armor 1)
Blessing of Horus (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Wadjet (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Bastet (Blessing B)
Blessing of Pharasma (Blessing B)
Embalming Fluid (Item 1)
Speak with Dead (Spell 1)
Acute Senses (Spell B)
Fire Lance (Weapon B)


Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

SUMMARY
Once again; without Loot, without Traders, with only 2 AD2 boons in my deck, with barely any feats (2 skill, 2 power, 1 card), Reepazo is still able to clear a Tier 2 scenario on her first turn.

However, I did eat 4 extra cards from the Blessings deck with my Blessings of the Gobs and The Shiny Bauble powers. However, I strongly believe that I could complete such a scenario with great ease even without using powers that ate from the blessings deck; I just used those effects because they made sense. The biggest weakness is needing Reepazo to start with some cards she can start drawing from and beating combat with with her mere 4 card starting hand.

SO, REGARDING REEPAZO
I'll be honest; I just think Reepazo is broken. Specifically the ability to draw a card every time she attempts a check that invokes the Vermin trait; a trait she can add to all of her checks. She's very similar to another Goblin promo character; Ekkie. Ekki ALSO features sort-of-infinite draw power, but has much worse stats, no magical ability (and thus, no real healing), the draw condition is much narrower and can never draw more cards than she spends (not counting acquiring cards, of course), unlike Reepazo's exceptional draw power.

Encounters where you draw 0 cards are rare (but possible). Encounters where you draw 1 card is the expectation. In practice, however, drawing 2 or even 3 cards off a single encounter (or card use) is easy. Poisons, recharge checks, BYA checks, multiple checks to defeat; Reepazo actually often draws more cards and gains resources and momentum as her turn goes on, rather than losing it. She's weakest and slowest on her first exploration, then impossibly fast and strongest and able to indefinitely continue once she starts cycling like crazy by her third exploration or so!

Take Locate Object as an example. Recharging it with some Wisdom feats and being in bugform (bonus 1d6) is easy. Acquiring boons (bonus 1d6) is also generally easy, which means usually it ends up doing more-or-less the following.
"Reepazo recharges Locate Object, draws 2 cards (one from the recharge check, one from the check to acquire) from her deck, adds one additional card to her hand (acquired boon) and clears a card from the location deck (equivalent to an exploration)."

A card that just said "recharge this card to explore your location and draw 2 cards" it wouldn't ever get past the editors, but that's largely what Locate Object is in Reepazo's hands.

WHAT COULD BE IMPROVED
Not that much. Oh, with more AD2 and higher card upgrades she could have far better blessings (like Blessing of the Boss). In fact, Goblins Burn has multiple blessings that let you freely draw cards from your discard pile, allowing her to exploit Cures, Locate Objects or whatever else she wants even easier and make her draw-momentum even more consistent.

As mentioned before we began, the Neferekhu ally is also a perfect fit; an ally that Reepazo can use in bugform, massively bolsters her Wisdom checks and proves even more draw power. In AD3 and beyond, Ultimate Magic starts offering 'cure'-variant spells that also clear off curses, allowing Neferekhu to chain together even more powerful effects. Such as...

-Locate Object to effectively draw 2 cards, and encounter and possibly acquire a boon.
-Use Neferekhu on the recharge check, drawing another card.
-Use some other spell like Fly or Cure to draw another card. Use Neferekhu on the recharge check to draw another card.
-Keep playing non-combat spells as much as you can (each one draws you 2 cards on use, so drawing your entire deck into your hand, if you so choose, shouldn't be that infeasible) then finish with Restorative Touch to heal you and clear your curse, and draw yet another card (or 2, if you want to use Neferekhu again).

In higher tiers, with more card feats, more power feats and more cards to pick from; there's no end to the number of ways you can improve Reepazo... who can already turn-1 a scenario, so to what end I'm not really sure.

WEAKNESSES OF THE STRATEGY
Well, Reepazo's starting hand may not have the out-of-combat spells, or you may lack the support (or get unlucky dice) to take an early bunch of damage, therefore wasting a turn or two before you get started. But her small hand size, whilst a weakness in getting the combo started, also means that she isn't particularly vulnerable to anything too damaging until her combo starts working. Once her draw-combo is set up; you can hold all kinds of boons (armors, etc) and her evasion power up to keep her indefinitely safe.

Oh, did I not mention she has a largely unconditional evasion power? Yeah, she has that too; I just didn't have the Power Feats for it.

Honestly, I think Reepazo's probably more powerful than Myrtle. If I didn't have an Add-On deck, it'd have been way harder to get the same top-value noncombat spells to bolster her draw power, but quite frankly I think you could also achieve impressive turns with Goblins Burn alone that would leave any other goblin character in the dust.

SUGGESTIONS FOR REBALANCE
Reepazo's only weaknesses are her small normal hand size and her boon restrictions whilst in bugform... but once you can use Divine cards in bugform then virtually every card type is still available to you. In my deck, for example; Wand of Detect Magic and Armor of the Sands had the Divine trait; and you'd be spending her card feats on Spells and Blessings that (tend to) innately have the Divine trait anyway when playing as her. Allies are her hardest card type to utilise; since she has multiple slots of them; largely restricting her to the few Goblin allies in the Goblins Burn class deck, or the rare ally with the Poison trait here or there. Of course, one of her role cards can completely undo that weakness, too.

Without the 'draw a card' power feat, I still think Reepazo is a bit strong with the added 1d6 to virtually everything, on top of having excellent stats with extremely useful 'unusual' skills (melee based on Dexterity negates the need for Strength in most cases, and Survival based off Charisma means that she can increase her skill at acquiring virtually all allies with one type of skill feat or skill boost). But, she certainly wouldn't be as broken as she is described here; and she would admittedly be held back by her small hand size, ESPECIALLY in the late-game. But her hand size is clearly a design consideration given her draw power, so how could that be worked around - if, indeed, we're looking to 'nerf' her?

I think a better solution is to keep her ability to draw cards, but limit it in various ways. First and foremost, make it only work once per encounter.

"When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([ ] and after the encounter, you may draw a card)."

Alternatively, restrict her bonus 1d6s to checks to acquire and defeat, so it doesn't include recharge checks and things like Neferekhu.

"When you attempt a check to acquire or a check to defeat that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([ ] and after the encounter, you may draw a card)."

Of course, it does weaken her synergy with Poison cards, like Poison spells and Poison grenades and the like, which it would make sense that non-bugform Reepazo should get bonuses with. Also, giving bonuses to all checks against a BANE invoking Poison/Swarm/Vermin makes sense to me, because it again reflects normal Reepazo's expertise. The thing is, that the "synergy with Poison" and "bonus against banes with these traits" is completely rendered invalid when bugform automatically triggers these bonuses all the time anyway.

Perhaps the second power is actually completely fine, and her first power should just not add the Vermin traits to her checks? Instead, she could have the Vermin trait (as in, on her character card), but that won't cause invoking rules to occur. That would leave her with a compelling reason to continue playing cards that, for example, invoke Poison (they'd draw her cards and she'd get bonus dice with them), and would still allow her to expertly dispatch Vermin and the like, without letting her just infinitely draw and add 1d6s to everything.

"When you encounter a card, you may display a boon that has the Divine Trait ([ ] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([ ] or Divine) trait; you gain the Vermin trait. At the end of any encounter, you may recharge all cards displayed by this power."

That last alteration, I think, would actually render Reepazo SIGNIFICANTLY weaker. She won't be throwing extra 1d6s (or 2d6s) at everything, and won't be constantly drawing more cards than she spends... but she'd still be a potent force. Cards like Rain of Frogs and Cape of Wasps (both in Goblins Burn) would add the Poison trait to her combat checks, allowing her to add bonus 1d6s and draw bonus cards as long as she keeps getting into combat; which is no different than, for example, Estra (from Occult Adventures 1).

Honestly, I think my preferred solution is to just stop her from adding the Vermin trait to all of her bugform checks for free. It even, kind of, feels like that was the original design intent, since it would give her a compelling reason to use the poison-themed cards in Goblins Burn, and makes it far more sensible that one of her role cards allows her to recharge a card to add the Vermin trait to her checks (which isn't 'infinite-combo' level broken at all, for a defining Role power; though it is certainly is very strong! "Recharge a card to draw a card and add 1d6 to your check"!). Right now the weaknesses of bugform are so few that the role card powers that give you more benefits outside of bugform, like that, seem hardly useful.


Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

Ran some physical tests with randomised Core locations, banes, boons and rules. Naturally, Reepazo performs a lot worse... but still better than virtually any other character in the game that I can think of.

  • Turn-1 wins are now (basically) impossible, of course, due to closing locations effectively ending your turn).
  • Recovery rules prevent you from spamming Fly or Cure multiple times in a turn... and you'll draw far less cards in a turn, since you can no longer (meaningfully) draw cards from recharge checks.
  • Banes tend to be a bit harder on average... probably it's especially worth noting that some Scourges can slow you down no matter what.

    However...

  • Reepazo still offers incredible buffs to all of her checks, and keeping her draw engine going for long enough to close a location every turn is still easy to accomplish.
  • On my first tested scenario, I was able to actually close 2 locations in one turn, by emptying one of cards (the henchman was second-from-the-bottom), Flying to a second one, then closing it off the henchman, then moving back to the first one and closing it after my exploration step. This wasn't even very difficult, and I still had a healthy amount of my deck left after this (thanks to using 2 different healing spells).
  • There were clearly banes that were meant to punish or slow down specific characters, such as requiring specific skills (Perception/Knowledge as a check to defeat, or a BA check to avoid a scourge), having certain resistances (resistance to Attack, or reroll a pass if you didn't use a spell) or otherwise - and none were a real issue for Reepazo. In fact, banes causing you to make 2+ checks an encounter felt downright common, making it all too easy to keep drawing more than enough cards to keep exploring until you empty one (or more) locations.
  • Finally, adding in the Base just made her all the stronger. Mid-turn once she's developed a large (9+ card) hand from her power, she could move there with a movement effect, chain-explore through there (healing or drawing cards as necessary), display every supporter, then move back to another location and continue her turn, now able to spam a bunch more effects (like drawing another Healing spell, or clearing a scourge, or buffing combat, etc).

    She's weaker than pre-Core, yes... but I have a very hard time thinking of any character that I could describe as coming close to the same power, flexibility, resilience and speed that Reepazo offers in spades. Though, to be fair, she's not particularly well suited to making unusually high combat checks (say, "Combat 25 in the middle of Tier 2" - something that Zadim or certain Barbarians could do, but not her).

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