[Gameday VII] [ACG] [Tier 5] Assault on Absalom by MorkXII (Inactive)

Game Master MorkXII

Rule: Ships and Plunder:
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.

Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.

When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1: Weapon 2: Spell 3: Armor 4: Item 5: Ally 6: Blessing

Ships:

1-Dominator
Spoiler:
Dominator
Ship B
Class 6

Check to Defeat
Wisdom
Survival
8
OR
Dexterity
Ranged
11

When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.

2-Merchantman
Spoiler:
Merchantman
Ship B
Class 0

Check to Defeat
Wisdom
Survival
5
OR
Perception
7

When Encountered
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

3-Sea Chanty
Spoiler:
Sea Chanty
Ship B
Class 3

Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8

When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.

4-Shackles Pirate Ship
Spoiler:
Shackles Pirate Ship
Ship B
Class 0

Check to Defeat
Dexterity
Disable
8
OR
Wisdom
Survival
6

When Encountered
If your check to defeat has the Swashbuckling trait, add 1 to it.

5-Truewind
Spoiler:
Truewind
Ship B
Class 1

Check to Defeat
Intelligence
Knowledge
8
OR
Wisdom
Survival
6

When Encountered
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.

6-Wormwood
Spoiler:
Wormwood
Ship B
Class 5

Check to Defeat
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7

When Encountered
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.

7-Man's Promise
Spoiler:
Man's Promise
Ship 1
Class 1

Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8

When Encountered
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

8-Deathknell
Spoiler:
Deathknell
Ship 2
Class 7

Check to Defeat
Divine
7
OR
Wisdom
Survival
9

When Encountered
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.

9-Devil's Pallor
Spoiler:
Devil's Pallor
Ship 2
Class 2

Check to Defeat
Wisdom
Survival
7
OR
Constitution
Fortitude
9

When Encountered
If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.

10-Thresher
Spoiler:
Thresher
Ship 2
Class 2

Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7

When Encountered
Before you act, bury a random card from your discard pile.

11-Dowager Queen
Spoiler:
Dowager Queen
Ship 3
Class 3

Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10

When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.

12-Kraken
Spoiler:
Kraken
Ship 3
Class 3

Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8

When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.

13-Sanbalot
Spoiler:
Sanbalot
Ship 3
Class 3

Check to Defeat
Dexterity
Stealth
9
OR
Wisdom
Survival
7

When Encountered
Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.

14-Blood Moon
Spoiler:
Blood Moon
Ship 4
Class 4

Check to Defeat
Wisdom
Survival
9
OR
Arcane
Divine
11

When Encountered
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.

15-Come What May
Spoiler:
Come What May
Ship 4
Class 4

Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
11

When Encountered
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.

16-Wavecrest
Spoiler:
Wavecrest
Ship 4
Class 4

Check to Defeat
Wisdom
Survival
10
OR
Constitution
Fortitude
11

When Encountered
If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.

17-Wanton Wastrel
Spoiler:
Wanton Wastrel
Ship 5
Class 5

Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
12

When Encountered
Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.

Scourges:
Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.


Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.


Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.


Curse of the Ravenous
Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


Curse of Withering
Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.


Curse of the Sphinx
Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.


Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.


Curse of the Mummy
Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.

Loot!:
Remove Curse
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Game of Afterlife
Spoiler:
Game of Afterlife
Loot Item B

Traits
Object
Gambling

Check
None

Powers
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


101 to 150 of 314 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Reinforcements:

Powers
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.
  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Conflagration:
    Conflagration
    Henchman Barrier B

    Traits
    Trigger
    Obstacle
    Weather
    Fire
    Veteran

    Check
    Dexterity
    Disable
    Craft
    Constitution
    Survival
    9

    Powers
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

    Powers
    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.

    Monster 3
    Spoiler:
    Bonecrusher Wizard
    Monster B

    Traits
    Bonecrusher
    Wizard
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    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.

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Barrier 4
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Barrier 5
    Spoiler:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    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 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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.

    Weapon 3
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 4
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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.

    Weapon 5
    Spoiler:
    Scorpion Whip
    Weapon 1

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

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

    Random Armors:
    Armor 1
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Skyplate Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Craft
    Divine
    12

    Powers
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Armor 5
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Random Items:
    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 3
    Spoiler:
    Pure Holy Water
    Item 5

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Item 4
    Spoiler:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    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.

    Item 5
    Spoiler:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Random Allies:
    Ally 1
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Mahga Threefingers
    Ally B

    Traits
    Half-Orc
    Ranger

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 3
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 4
    Spoiler:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 5
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Turn: 1 Seoni/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Ra

    Top Blessing:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Zarlova)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 2 (Turn 3 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 3 (Turn 4 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 5 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 5 (Turn 6 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 6 (Turn 7 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 8 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 8 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 9 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 11 Reta)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 12 Raz)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 13 Seoni)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 13 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 14 (Turn 15 Reta)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 15 (Turn 16 Raz)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 17 Seoni)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 17 (Turn 18 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 18 (Turn 19 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 20 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 20 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 22 (Turn 23 Reta)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 23 (Turn 24 Raz)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 25 (Turn 26 Zarlova)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 27 Reta)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 27 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 28 (Turn 29 Seoni)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 29 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Notes: Conflagration displayed

    Smoking Den Card 1:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Smoking Den Card 2:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    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.

    Smoking Den Card 3:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Smoking Den Card 4:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Smoking Den Card 5:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Smoking Den Card 6:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Smoking Den Card 7:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Smoking Den Card 8:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Smoking Den Card 9:
    The First Law
    Barrier 1

    Traits
    Curse
    Law
    Trigger
    Elite

    Check
    None

    Powers
    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.

    Smoking Den Card 10:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:2 Bl:1 ?:1
    Notes: Conflagration displayed

    Surgery Card 1:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    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.

    Surgery Card 2:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    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.

    Surgery Card 3:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Surgery Card 4:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

    Powers
    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.

    Surgery Card 5:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Surgery Card 6:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Surgery Card 7:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Surgery Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery Card 9:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Surgery Card 10:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Notes: Conflagration displayed

    Vizier's Hill Card 1:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    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.

    Vizier's Hill Card 2:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill Card 3:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    Vizier's Hill Card 4:
    Fire Kukri +1
    Weapon 1

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Fire
    Magic
    Elite

    Check
    Strength
    Melee
    6

    Powers
    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.

    Vizier's Hill Card 5:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    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.

    Vizier's Hill Card 6:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    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.

    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Vizier's Hill Card 8:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Vizier's Hill Card 9:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    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.

    Vizier's Hill Card 10:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    For the rest of the scenario, if you are at this location, at the start of your turn, you may draw an item from your discard pile.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Notes: Conflagration displayed

    Precinct of Left Eyes Card 1:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Precinct of Left Eyes Card 2:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Precinct of Left Eyes Card 3:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.

    Precinct of Left Eyes Card 4:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Precinct of Left Eyes Card 5:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Precinct of Left Eyes Card 6:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    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.

    Precinct of Left Eyes Card 8:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Precinct of Left Eyes Card 9:
    Camouflaged Pit Trap
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    6
    OR
    Dexterity
    Acrobatics
    7

    Powers
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Precinct of Left Eyes Card 10:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.


  • Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova starts at Precinct of Left Eyes.

    She replaces her Wand of Flying with Game of Afterlife. (Will continue to do this the rest of the scenario unless something changes or someone says otherwise)

    Zarlova wrote:

    Hand: Blessing of the Gods, Game of Afterlife, Wisdom, Deathbane Shield, Scrying, Volcanic Storm, Blessing of Pharasma 2,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Blessing of the Gods: You know what this does; Blessing of Pharasma: +2 dice on check where spell was played
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d6 [ ]+1
    Constitution d6 [ ]+1 [ ]+2 [ ]+2
    Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Arcane: Intelligence +2
    Craft: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom +3
    Charisma d6 [ ]+1 [ ]+2

    Role: Theurge
    Favored Card: Spell
    Hand Size 6 [X]7 [ ]8 [ ]9
    Proficient with: None
    Powers:
    When you would recharge a spell that has both the Divine ([ ]or Arcane) and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
    [X] You gain the skill Arcane: Intelligence +2.
    [ ] Add 2 ([ ]4) to your check to acquire ([ ] or recharge) a spell.
    [X] Add 2 ([X]4) to your check that has the Attack trait.


    Reta will start at Vizier's Hill.

    Reta wrote:

    Hand: Animalbane Crossbow +2, Lizard, Mighty Steed, Blessing of the Boss, Houndhacker, Planar Crossbow +2, Cleaving Dogslicer +2,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: 2 die bumps remaining

    Skills and Powers:
    SKILLS

    STRENGTH d8 [x]+1 [x]+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
    Ranged: Dexterity +2
    CONSTITUTION d8 [x]+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [x] 6 [x]7 []9
    Light Armors Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
    []At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
    [x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni starts at the smoking den

    Seoni Tattooed Mystic wrote:

    Hand: Pyromaniac mage, Sign of wrath, Surgeon, Blessing of Nethys, Blessing of Lamashtu 4, Sage, Swipe, Rabbits foot,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check

    Seoni use the sign of wrath spell and Zarlovas blessing to fight fire with more fire

    constitution 14: 3d6 + 6 ⇒ (3, 4, 4) + 6 = 17

    Conflagration put out she explores and finds a pyromaniac mage

    arcane 13: 1d12 + 6 ⇒ (4) + 6 = 10

    The mage is not impressed by her efforts to put out the fire

    his brother tries to find something to placate him (discard own pyro to explore)

    He finds a ghostly Osirion ancestor

    diplomacy 8: 1d12 + 5 ⇒ (2) + 5 = 7

    The ghost apparently wanted to see the city burn

    Will the sage have more luck

    She finds a frost sling Seoni uses her knowledge of magic to acquire

    Reveals sugeon to shuffle sage into deck then recharges surgeon and ends turn resetting hand

    Frost sling +1
    Chaos stone
    Life Leech
    Blessing of Nethys
    Blessing of Lamashtu 4
    Blessing of Abadar 2b
    Swipe
    rabbits foot


    Warriors wearing the colors of a dozen or more noble houses course through Absalom’s streets, lending their strength directly to the First Guard. Numerous well known aristocrats—previously thought to have fled before someone convinced them otherwise—appear at major sites and intersections to help coordinate the war effort and rally the citizens.

    The Sovereign Court faction’s special condition is in effect: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.


    During This Adventure: [list]

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.
  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Conflagration:
    Conflagration
    Henchman Barrier B

    Traits
    Trigger
    Obstacle
    Weather
    Fire
    Veteran

    Check
    Dexterity
    Disable
    Craft
    Constitution
    Survival
    9

    Powers
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

    Powers
    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.

    Monster 3
    Spoiler:
    Bonecrusher Wizard
    Monster B

    Traits
    Bonecrusher
    Wizard
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    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.

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Barrier 4
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Barrier 5
    Spoiler:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    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 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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.

    Weapon 3
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 4
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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.

    Weapon 5
    Spoiler:
    Scorpion Whip
    Weapon 1

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

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

    Random Armors:
    Armor 1
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Skyplate Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Craft
    Divine
    12

    Powers
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Armor 5
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Random Items:
    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 3
    Spoiler:
    Pure Holy Water
    Item 5

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Item 4
    Spoiler:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    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.

    Item 5
    Spoiler:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Random Allies:
    Ally 1
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Mahga Threefingers
    Ally B

    Traits
    Half-Orc
    Ranger

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 3
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 4
    Spoiler:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 5
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Turn: 2 Zarlova/Yiroep

    Top of Blessing Discard Pile: Blessing of Isis

    Top Blessing:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 2 (Turn 4 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 5 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 4 (Turn 6 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 5 (Turn 7 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 8 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 7 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 8 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 11 Reta)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 12 Raz)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 13 Seoni)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 12 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 13 (Turn 15 Reta)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 14 (Turn 16 Raz)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 17 Seoni)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 16 (Turn 18 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 17 (Turn 19 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 20 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 19 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 21 (Turn 23 Reta)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 22 (Turn 24 Raz)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 24 (Turn 26 Zarlova)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 27 Reta)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 26 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 27 (Turn 29 Seoni)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 28 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Seoni
    Notes:

    Smoking Den Card 1:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Smoking Den Card 2:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Smoking Den Card 3:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Smoking Den Card 4:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Smoking Den Card 5:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Smoking Den Card 6:
    The First Law
    Barrier 1

    Traits
    Curse
    Law
    Trigger
    Elite

    Check
    None

    Powers
    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.

    Smoking Den Card 7:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:2 Bl:1 ?:1
    Located here: Raz
    Notes: Conflagration displayed

    Surgery Card 1:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    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.

    Surgery Card 2:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    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.

    Surgery Card 3:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Surgery Card 4:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

    Powers
    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.

    Surgery Card 5:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Surgery Card 6:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Surgery Card 7:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Surgery Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery Card 9:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Surgery Card 10:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Reta
    Notes: Conflagration displayed

    Vizier's Hill Card 1:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    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.

    Vizier's Hill Card 2:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill Card 3:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    Vizier's Hill Card 4:
    Fire Kukri +1
    Weapon 1

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Fire
    Magic
    Elite

    Check
    Strength
    Melee
    6

    Powers
    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.

    Vizier's Hill Card 5:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    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.

    Vizier's Hill Card 6:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    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.

    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Vizier's Hill Card 8:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Vizier's Hill Card 9:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    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.

    Vizier's Hill Card 10:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    For the rest of the scenario, if you are at this location, at the start of your turn, you may draw an item from your discard pile.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Zarlova
    Notes: Conflagration displayed

    Precinct of Left Eyes Card 1:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Precinct of Left Eyes Card 2:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Precinct of Left Eyes Card 3:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.

    Precinct of Left Eyes Card 4:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Precinct of Left Eyes Card 5:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Precinct of Left Eyes Card 6:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    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.

    Precinct of Left Eyes Card 8:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Precinct of Left Eyes Card 9:
    Camouflaged Pit Trap
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    6
    OR
    Dexterity
    Acrobatics
    7

    Powers
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Precinct of Left Eyes Card 10:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.


  • Led from Misery Row by agents of Liberty’s Edge, most of Absalom’s slaves have cast off their chains to contribute to Absalom’s defense.

    The Liberty’s Edge faction’s special condition is in effect: Each character draws an ally from the box. If it has the Basic trait, that character may recharge a random ally from his discard pile.

    The gathering clouds momentarily part as a beam of sunlight shines upon the Ascendant Court, heralding the return of Sarenrae’s holy warriors and the arrival of a small host of celestial guardians. These reinforcements rally alongside the paladin Ollysta Zadrian before dispersing to aid Absalom.

    The Silver Crusade faction’s special condition is in effect: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova draws an ally from the box. It's an Ubashki.

    She tries to deal with the Conflagration. She can't beat it as is, so uses her Blessing of Pharasma to try to win.
    Craft 14: 2d10 + 3 ⇒ (2, 8) + 3 = 13
    She quickly plays the Game of Afterlife to reroll that 2.
    Craft 14: 1d10 + 11 ⇒ (1) + 11 = 12 - Failure
    Despite throwing everything she has at it, she couldn't do it.
    Craft 8 (Game of Afterlife recharge): 1d10 + 3 ⇒ (5) + 3 = 8 - Success

    She casts Scrying upon the Precinct before continuing, choosing Monster.

    Precinct of Left Eyes Card 1: Examine
    It's a Blessing of the Elements.

    Precinct of Left Eyes Card 2: Examine
    Its the Evil Eye. She buries her Ubashki to ignore its power.

    Precinct of Left Eyes Card 3: Examine
    It's a Plasma Ooze, a monster.

    She decides to put the Plasma Ooze on the bottom of the deck.
    Divine 12 (Scrying Recharge): 1d10 + 7 ⇒ (9) + 7 = 16 - Success

    She explores...

    Precinct of Left Eyes Card 2: Explore
    Random Card (3 is reroll): 1d10 ⇒ 2
    The Evil Eye is back! Zarlova casts Wisdom on herself.
    Divine 16: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14 - Failure
    Scourge: 1d8 + 1 ⇒ (4) + 1 = 5 - Curse of the Ravenous

    (Precinct needs to be shuffled, with the Plasma Ooze (Current Card 3) on the bottom and the Evil Eye (Current Card 2) gone)

    Zarlova decides to roll the curse first.
    Curse of the Ravenous: 1d4 ⇒ 2
    Fortunately there are no allies in her discard.

    She then take 1 fire damage from the Conflagration. She discards her Deathbane Shield to the fire.

    Divine 8 (Wisdom Recharge): 1d10 + 7 ⇒ (1) + 7 = 8 - Success

    She then draws up.

    After Turn
    She casts Cure on herself to make herself feel better after a crappy turn.
    Cure: 1d4 + 1 ⇒ (2) + 1 = 3 - Full Heal
    Divine 8 (Cure Recharge): 1d10 + 7 ⇒ (10) + 7 = 17 - Success

    Zarlova wrote:

    Hand: Volcanic Storm, Sand Elemental, Blessing of the Everlight, Blessing of Pharasma 1, Cleric of Nethys, Blessing of Cayden Cailean,

    Displayed: Curse of the Ravenous,
    Deck: 15 Discard: 0 Buried: 1
    Notes: Blessing of the Everlight: +2 dice on noncombat con/cha; Blessing of Pharasma: +2 dice on check where spell was played
    Sideboard cards:


    During This Adventure: [list]

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.
  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Conflagration:
    Conflagration
    Henchman Barrier B

    Traits
    Trigger
    Obstacle
    Weather
    Fire
    Veteran

    Check
    Dexterity
    Disable
    Craft
    Constitution
    Survival
    9

    Powers
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    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.

    Monster 2
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Monster 3
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    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.

    Monster 4
    Spoiler:
    Shaitan Ghul
    Monster 5

    Traits
    Elemental
    Undead
    Janni

    Check
    Combat
    20

    Powers
    The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Monster 5
    Spoiler:
    Graven Guardian of Set
    Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 2
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    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 9 check to banish this card.

    Barrier 3
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Barrier 4
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    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.

    Barrier 5
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Weapon 2
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    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 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 3
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 4
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Weapon 5
    Spoiler:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    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.

    Spell 4
    Spoiler:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Spell 5
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    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.

    Armor 2
    Spoiler:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Armor 3
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    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.

    Armor 5
    Spoiler:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Item 2
    Spoiler:
    Knot of Isis
    Item 3

    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

    Powers
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 3
    Spoiler:
    Black Marsh Spider Venom
    Item 2

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 4
    Spoiler:
    Ghost Battling Ring
    Item B

    Traits
    Accessory
    Magic
    Pharasma
    Veteran

    Check
    Arcane
    Divine
    Knowledge
    8

    Powers
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 5
    Spoiler:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dhabba
    Ally B

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Ally 3
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 4
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Turn: 3 Reta/Redelia

    Top of Blessing Discard Pile: Blessing of Isis

    Top Blessing:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Raz)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 2 (Turn 5 Seoni)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 3 (Turn 6 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 7 Reta)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 5 (Turn 8 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 6 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 10 Zarlova)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 11 Reta)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 9 (Turn 12 Raz)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 10 (Turn 13 Seoni)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 15 Reta)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 16 Raz)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 14 (Turn 17 Seoni)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 15 (Turn 18 Zarlova)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 19 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 20 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 19 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 23 Reta)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 21 (Turn 24 Raz)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 22 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 23 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 24 (Turn 27 Reta)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 25 (Turn 28 Raz)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 26 (Turn 29 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 27 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 28 (Turn 31 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Seoni
    Notes:

    Smoking Den Card 1:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Smoking Den Card 2:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Smoking Den Card 3:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Smoking Den Card 4:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Smoking Den Card 5:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Smoking Den Card 6:
    The First Law
    Barrier 1

    Traits
    Curse
    Law
    Trigger
    Elite

    Check
    None

    Powers
    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.

    Smoking Den Card 7:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:2 Bl:1 ?:1
    Located here: Raz
    Notes: Conflagration displayed

    Surgery Card 1:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    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.

    Surgery Card 2:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    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.

    Surgery Card 3:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Surgery Card 4:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

    Powers
    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.

    Surgery Card 5:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Surgery Card 6:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Surgery Card 7:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Surgery Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery Card 9:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Surgery Card 10:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Reta
    Notes: Conflagration displayed

    Vizier's Hill Card 1:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    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.

    Vizier's Hill Card 2:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill Card 3:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    Vizier's Hill Card 4:
    Fire Kukri +1
    Weapon 1

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Fire
    Magic
    Elite

    Check
    Strength
    Melee
    6

    Powers
    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.

    Vizier's Hill Card 5:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    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.

    Vizier's Hill Card 6:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    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.

    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Vizier's Hill Card 8:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Vizier's Hill Card 9:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    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.

    Vizier's Hill Card 10:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    For the rest of the scenario, if you are at this location, at the start of your turn, you may draw an item from your discard pile.
    M:2 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Zarlova
    Notes: Conflagration displayed

    Precinct of Left Eyes Card 1:
    Camouflaged Pit Trap
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    6
    OR
    Dexterity
    Acrobatics
    7

    Powers
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Precinct of Left Eyes Card 3:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Precinct of Left Eyes Card 4:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Precinct of Left Eyes Card 5:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Precinct of Left Eyes Card 6:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Precinct of Left Eyes Card 8:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    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.

    Precinct of Left Eyes Card 9 - Plasma Ooze:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.


  • Reta's Random Ally:
    Pakesket
    Ally 5

    Traits
    Animal
    Phoenix
    Fire

    Check
    Charisma
    Diplomacy
    8
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

    Raz's Random Ally:
    Cloud Elemental
    Ally 5

    Traits
    Elemental
    Electricity

    Check
    Wisdom
    Survival
    11

    Powers
    Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.

    Seoni's Random Ally:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.


    A cacophonous cloud of debris and dust rises from the Precipice Quarter following the Scarab Sages’ activation ritual. An immense suit of animated plate armor rises from the wreckage, towers over the surrounding buildings, and declares in a metallic voice, “Gulgamodh stands ready.”

    The Scarab Sages special condition is in effect. For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.


    Reta flips Blessing of Isis and then tries to put out a fire, asking The Boss for help (single die, no other card discarded).

    dex: 2d10 + 4 ⇒ (5, 6) + 4 = 15
    Reta puts out the fire.
    Her discard pile is empty, so BotBoss is discarded without recharging any other cards.

    Reta explores, and finds a shock elemental.
    She shoots it with her planar crossbow!
    1d10 + 4 + 2 + 1d10 + 2 ⇒ (2) + 4 + 2 + (2) + 2 = 12

    Reta sends her lizard in to help her look around. Her lizard runs away, chased by a Silver Chain Smuggler, who comes after poor Reta!
    (auto fails BYA check, discards dogslicer)
    Reta swings her houndhacker at the chain smuggler, recharging it for a bonus.
    1d10 + 4 + 2 + 1d6 + 4 + 2d6 ⇒ (4) + 4 + 2 + (3) + 4 + (2, 3) = 22

    (assuming with so many blessings in others' hands, someone will help the fierce little goblin.
    close check, perception, DC 6: 2d6 + 3 ⇒ (2, 2) + 3 = 7

    Exhausted, the little warrior draws up and ends her turn.

    Reta wrote:

    Hand: Xoff, Emerald of Dexterity, Mighty Steed, Rapier of Puncturing, Blessing of Norgober, Planar Crossbow +2, Pakesket (ncd),

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Notes: 2 die bumps remaining

    Skills and Powers:
    SKILLS

    STRENGTH d8 [x]+1 [x]+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
    Ranged: Dexterity +2
    CONSTITUTION d8 [x]+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [x] 6 [x]7 []9
    Light Armors Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
    []At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
    [x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni discards her blessing of Lamashtu still has Abadar and nrthys blessings in hand


    Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

    Raz begins at Surgery.

    Raz wrote:

    Hand: Cloud Elemental (box), Blessing of Sarenrae, Blessing of Iomedae, Spiked Plate, Spellsword +2,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Notes: Blessing for closing

    Skills and Powers:
    SKILLS

    STRENGTH d8 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    DEXTERITY d8 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d4 []+1
    WISDOM d6 []+1
    Divine: Wisdom +1
    CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
    Diplomacy: Charisma +2

    Hand Size 4 [X] 5 [] 6
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    [] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
    [X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

    She begins by using her blessing of Sarenrae and her top card (Blessing of the Inheritor) to put out the conflagration.

    Constitution DC 9: 4d6 + 1 ⇒ (4, 6, 2, 1) + 1 = 14

    She puts out the fire, then flips a blessing of Bastet and explores, encountering an antitoxin. She automatically acquires it using Diplomacy, then swaps it for a bladeguard. She discards her blessing of Iomedae to explore again, and encounters a sand creeper, automatically recharging her cloud elemental. Since it is immune to her sword and armor, she discards her top card for a boost (Pegasus, so recharges).

    Combat DC 9: 1d8 + 1d6 + 7 ⇒ (8) + (6) + 7 = 21

    She stomps the sand monster flat, resets, and ends her turn.

    Raz wrote:

    Hand: Frost Lance +2, Sacred Killer, Blessing of Gozreh, Spiked Plate, Spellsword +2,

    Displayed:
    Deck: 14 Discard: 3 Buried: 0
    Notes:

    Skills and Powers:
    SKILLS

    STRENGTH d8 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    DEXTERITY d8 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d4 []+1
    WISDOM d6 []+1
    Divine: Wisdom +1
    CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
    Diplomacy: Charisma +2

    Hand Size 4 [X] 5 [] 6
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    [] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
    [X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni explores the smoking den and finds a magical dagger

    She acquires the magic dagger (arcane 10 1d12+6+4)

    She then asks nethys into insight in the way ahead A spite cloud and a henchman leaving them in that order she explores and finds the spell

    She buries the icy sling just to be sure (arcane 1d12+6+4+1)

    Discards fire gecko to explore and encounter the silver chain smuggler

    She talks him out of using poison and hits him with life leech recharging her new dagger

    arcane 12: 1d12 + 6 + 2d4 + 1d4 + 2 ⇒ (8) + 6 + (3, 3) + (4) + 2 = 26

    cards shuffled from discard pile: 1d4 + 1 ⇒ (1) + 1 = 2

    Both blessings

    life leech recharge 15: 1d12 + 6 ⇒ (4) + 6 = 10

    Acquire freed soul to close (burying chaos stone)
    Dhabba does not list diplomacy

    diplomacy 13: 1d12 + 5 + 5 + 1d4 ⇒ (9) + 5 + 5 + (3) = 22

    Freed Soul acquired

    Location closed

    Displays Freed Soul

    Ends turn

    Seoni Tattooed Mystic wrote:

    Hand: Blessing of Lamashtu 4a, Blessing of Lamashtu 4, Blessing of Nethys, Wand of treasure finding, Sage, Blessing of Abadar 2b, Swipe, rabbits foot,

    Displayed: Freed soul,
    Deck: 10 Discard: 3 Buried: 3
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova is once again face-to-face with the Conflagration. She tries to snuff it out yet again. She uses her Blessing of Cayden Cailean.
    Craft 14: 2d10 + 3 ⇒ (1, 5) + 3 = 9 - Failure

    Precinct of Left Eyes Card 1: Explore
    She explores, finding a Camouflaged Pit Trap. She just looks for it.
    Wisdom 6: 1d10 + 4 ⇒ (6) + 4 = 10 - Success

    Precinct of Left Eyes Card 2: Explore
    Having found a pit trap, she continues on. She finds a Bonecrusher Hunter. She casts Volcanic Storm at it.
    Combat 14: 1d10 + 7 + 4 + 3d6 ⇒ (8) + 7 + 4 + (6, 1, 3) = 29 - Success
    Divine 13 (Volcanic Storm Recharge): 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16 - Success, and putting it on top of deck

    She ends her turn, taking fire damage form the Conflagration. However, she recharges her Sand Elemental to reduce that damage to zero.

    Curse of the Ravenous: 1d4 ⇒ 3 - Allies, and no allies in discard

    Zarlova wrote:

    Hand: Blessing of the Everlight, Blessing of Pharasma 1, Cleric of Nethys, Blessing of the Gods, Blessing of Milani, Volcanic Storm, Death's Touch,

    Displayed: Curse of the Ravenous,
    Deck: 13 Discard: 1 Buried: 1
    Notes: Blessing of the Everlight: +2 dice on noncombat con/cha; Blessing of Pharasma: +2 dice on check where spell was played, Blessing of the Gods: You know what this does; Blessing of Milani: +2 dice on non-combat dex/wis
    Sideboard cards:


    During This Adventure: [list]

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.
  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Conflagration:
    Conflagration
    Henchman Barrier B

    Traits
    Trigger
    Obstacle
    Weather
    Fire
    Veteran

    Check
    Dexterity
    Disable
    Craft
    Constitution
    Survival
    9

    Powers
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2
    Spoiler:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Monster 3
    Spoiler:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Monster 4
    Spoiler:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Monster 5
    Spoiler:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 3
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Barrier 4
    Spoiler:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

    Barrier 5
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Khopesh
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    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.

    Weapon 5
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 2
    Spoiler:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    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.

    Spell 3
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 4
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 5
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 2
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 3
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 5
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Item 2
    Spoiler:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

    Powers
    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.

    Item 3
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    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.

    Item 4
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 5
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or 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.

    Random Allies:
    Ally 1
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 2
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 3
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 4
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 5
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore 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.

    Turn: 7 Reta/Redelia

    Top of Blessing Discard Pile: Blessing of Osiris

    Top Blessing:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 2 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 10 Zarlova)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 11 Reta)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 5 (Turn 12 Raz)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 6 (Turn 13 Seoni)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 15 Reta)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 16 Raz)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 10 (Turn 17 Seoni)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 11 (Turn 18 Zarlova)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 19 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 20 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 15 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 23 Reta)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 17 (Turn 24 Raz)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 18 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 19 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 20 (Turn 27 Reta)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 21 (Turn 28 Raz)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 22 (Turn 29 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 24 (Turn 31 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Smoking Den
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Seoni
    Notes:

    Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1
    Located here: Raz
    Notes:

    Surgery Card 1:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Surgery Card 2:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

    Powers
    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.

    Surgery Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Surgery Card 4:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Surgery Card 5:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Surgery Card 6:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Surgery Card 7:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Surgery Card 8:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reta
    Notes:

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    For the rest of the scenario, if you are at this location, at the start of your turn, you may draw an item from your discard pile.
    M:1 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Zarlova
    Notes: Conflagration displayed

    Precinct of Left Eyes Card 1:
    Silver Chain Smuggler
    Henchman Monster 2

    Traits
    Human
    Rogue

    Check
    Combat
    12

    Powers
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Precinct of Left Eyes Card 2:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Precinct of Left Eyes Card 3:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Precinct of Left Eyes Card 4:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    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.

    Precinct of Left Eyes Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Precinct of Left Eyes Card 6:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    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.

    Precinct of Left Eyes Card 7 - Plasma Ooze:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.


  • Acquired Cards:
    Weapon 1 Frost Sling +1
    Weapon 5 Iceblade Spelldagger
    Spell 5 Spite Cloud
    Item B Bladeguard
    Ally 5 Cloud Elemental
    Ally 5 Freed Soul
    Ally 5 Pakesket
    Ally B Ubashki


      Having dealt with the chaos that ensued from the Black Echelon’s attack, the Pathfinders return to the Grand Lodge. While anxiously awaiting additional instructions, each table should send one or two Pathfinders to neighboring tables to share information about the faction missions they completed and learn about the ones they didn’t. If you have a Reinforcements card at your table, please pass it to one that does not have it.

    -----End of Part 2-----

      The sound of brass signal horns echoes across Absalom, warning the city that the enemy onslaught has begun. Sergeants of the First Guard shout warnings to attend the walls, when suddenly a second warning sounds. A messenger brings news of a second attack: “An enemy fleet is approaching from the south!” A strange mist is rising in the Flotsam Graveyard, and dozens of ships with tattered sails approach Absalom’s harbor with long-dead marines on board.
      Back at the Grand Lodge, Master of Swords Marcos Farabellus addresses the Pathfinders: “You and the factions you represent have greatly helped our city; however, the worst is still to come, and Absalom needs our help! We must fight the enemy on land and at sea. Those of you who choose to bolster Absalom’s defenses against the demon-flesh army attacking from the Cairnlands to the north, report to Captain of the First Guard, Rothos of House Vastille. Those of you who choose to fight the undead armada, report to Captain Sevana Kinhan of the Wave Riders.”
      Table GMs, Part 3 has begun.


    9-00C1: ARMADA OF THE DEAD
      The Silent Tide armada was one of the largest seen in a thousand years, and for centuries it has rotted off the coast of the Isle of Kortos. But when an unknown agent recreated the signals found in the invasion force’s old codebook, the fleet awoke, reanimated, and rose to the surface to resume its attack on Absalom. At first it seems like the Flotsam Graveyard—a jagged maze of shipwrecks that has shielded the city for millennia—might repel the force.
      However, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion. The Flotsam Graveyard hasn’t protected against the navy; it’s added to it!
      A worried soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting. “I’m Captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us. We’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
      “It seems that whatever unholy energy animates these vessels and their crews is concentrated around a handful of flagships near the back. The hope is that by destroying those, we can cripple or even shatter the entire fleet. If nothing else, we must hold off the invaders long enough for reinforcements to arrive from Escadar.”
      Sevana surveys Absalom’s existing forces with chagrin, and points to the scaled horses in the water. “The Wave Riders are Absalom’s elite marine cavalry, but we’ve already taken losses fighting off those skeletons at the Docks. At this point, we have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
      As you saddle up to ride out with a team of Wave Riders, you spot the harbor’s water churning with dangerous sea creatures of all types. It appears the Silent Tide has stirred up dozens of aquatic leviathans. If you’re to reach the flagships, you’ll have to vanquish these beasts and navigate the Flotsam Graveyard’s artificial shoals.

    VILLAIN:
    MADDENED SEA SERPENT
    HENCHMEN:
    SHIPWRECKS
    LOCATIONS:
    2 FOG BANK
    2 RAKER SHOALS
    2 SHIPWRECK GRAVEYARD
    2 TEMPEST CAY
    3 SHARKSKIN REEF
    4 GOZREH’S FLOW

    DURING THIS SCENARIO:

    • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.


    During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2
    Spoiler:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Monster 3
    Spoiler:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Monster 4
    Spoiler:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Monster 5
    Spoiler:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 3
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Barrier 4
    Spoiler:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

    Barrier 5
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Khopesh
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    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.

    Weapon 5
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 2
    Spoiler:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    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.

    Spell 3
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 4
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 5
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 2
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 3
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 5
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Item 2
    Spoiler:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

    Powers
    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.

    Item 3
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    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.

    Item 4
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 5
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or 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.

    Random Allies:
    Ally 1
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 2
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 3
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 4
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 5
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore 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.

    Turn: 1 Seoni/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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: 30
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Zarlova)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 2 (Turn 3 Reta)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 3 (Turn 4 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 4 (Turn 5 Seoni)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 5 (Turn 6 Zarlova)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 6 (Turn 7 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 8 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 8 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 9 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 10 (Turn 11 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 11 (Turn 12 Raz)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 12 (Turn 13 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 13 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 14 (Turn 15 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 16 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 17 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 18 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 19 Reta)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 19 (Turn 20 Raz)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 21 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 22 (Turn 23 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 23 (Turn 24 Raz)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 24 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 25 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 26 (Turn 27 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 27 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 28 (Turn 29 Seoni)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 29 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 30 (Turn 31 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

    Fog Bank Card 1:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Fog Bank Card 2:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Fog Bank Card 3:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Fog Bank Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    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.

    Fog Bank Card 5:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Fog Bank Card 6:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Fog Bank Card 7:
    Maddened Sea Serpent
    Villain Monster 2

    Traits
    Aquatic
    Veteran

    Check
    Combat
    14

    Powers
    Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters.
    The difficulty to defeat is increased by three times the scenario's adventure deck number.
    If undefeated, bury 1d4+1 cards from your discard pile.

    Fog Bank Card 8:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    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.

    Fog Bank Card 9:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Fog Bank Card 10:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

    Raker Shoals Card 1:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Raker Shoals Card 2:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.

    Raker Shoals Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    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.

    Raker Shoals Card 4:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Raker Shoals Card 5:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    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.

    Raker Shoals Card 6:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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.

    Raker Shoals Card 7:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 8:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Raker Shoals Card 9:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Raker Shoals Card 10:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    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 9 check to banish this card.

    Shipwreck Graveyard Card 2:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Shipwreck Graveyard Card 3:
    Bonecrusher Wizard
    Monster B

    Traits
    Bonecrusher
    Wizard
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Shipwreck Graveyard Card 4:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 5:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Shipwreck Graveyard Card 6:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 7:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Shipwreck Graveyard Card 8:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Shipwreck Graveyard Card 9:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Shipwreck Graveyard Card 10:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Tempest Cay Card 2:
    Caryatid Column
    Monster 1

    Traits
    Construct
    Elite

    Check
    Combat
    10

    Powers
    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.

    Tempest Cay Card 3:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Tempest Cay Card 4:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    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.

    Tempest Cay Card 5:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 6:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Tempest Cay Card 7:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Tempest Cay Card 8:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Tempest Cay Card 9:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Tempest Cay Card 10:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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.

    Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Sharkskin Reef Card 1:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Sharkskin Reef Card 2:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sharkskin Reef Card 3:
    Giant Crocodile
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    18

    Powers
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

    Sharkskin Reef Card 4:
    Skeletal Jackal
    Monster B

    Traits
    Undead
    Skeleton
    Basic

    Check
    Combat
    8

    Powers
    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.

    Sharkskin Reef Card 5:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Sharkskin Reef Card 6:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Sharkskin Reef Card 7:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Sharkskin Reef Card 8:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

    Powers
    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.

    Sharkskin Reef Card 9:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    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.

    Sharkskin Reef Card 10:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Gozreh's Flow
    At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: On closing, move all characters at this location to one other random location.
    M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1

    Gozreh's Flow Card 1:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.

    Gozreh's Flow Card 2:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Gozreh's Flow Card 3:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Gozreh's Flow Card 4:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    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.

    Gozreh's Flow Card 5:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Gozreh's Flow Card 6:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Gozreh's Flow Card 7:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Gozreh's Flow Card 8:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    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.

    Gozreh's Flow Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Gozreh's Flow Card 10:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.


  • Reinforcements have arrived from another sector of the city!


    Reta starts at the Raker Shoals.

    Reta wrote:

    Hand: Xoff, Improvised Monster, Blessing of the Boss, Mighty Steed, Blessing of the Demon Queen, Animalbane Crossbow +2, Emerald of Dexterity,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: 2 die bumps remaining

    Skills and Powers:
    SKILLS

    STRENGTH d8 [x]+1 [x]+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
    Ranged: Dexterity +2
    CONSTITUTION d8 [x]+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [x] 6 [x]7 []9
    Light Armors Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
    []At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
    [x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


    Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

    Raz starts in the Fog Bank.

    Raz wrote:

    Hand: Frost Lance +2, Griffon, Spiked Plate, Blessing of Sarenrae, Warhorse,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Blessings for closing

    Skills and Powers:
    SKILLS

    STRENGTH d8 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    DEXTERITY d8 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d4 []+1
    WISDOM d6 []+1
    Divine: Wisdom +1
    CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
    Diplomacy: Charisma +2

    Hand Size 4 [X] 5 [] 6
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    [] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
    [X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova will start at the Shipwreck Graveyard. (She can't fail a Wisdom 5 check, so the start of turn effect doesn't matter for her)

    Zarlova wrote:

    Hand: Sand Elemental, Headband of Inspired Wisdom, Wisdom, Volcanic Storm, Blessing of Sivanah, Find Traps, Major Cure,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Blessing of Sivanah: +2 dice on noncombat int/cha; Wisdom: +3 to wisdom checks to one character for one whole turn; Find Traps +2 dice to any check to defeat a barrier
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d6 [ ]+1
    Constitution d6 [ ]+1 [ ]+2 [ ]+2
    Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Arcane: Intelligence +2
    Craft: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom +3
    Charisma d6 [ ]+1 [ ]+2

    Role: Theurge
    Favored Card: Spell
    Hand Size 6 [X]7 [ ]8 [ ]9
    Proficient with: None
    Powers:
    When you would recharge a spell that has both the Divine ([ ]or Arcane) and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
    [X] You gain the skill Arcane: Intelligence +2.
    [ ] Add 2 ([ ]4) to your check to acquire ([ ] or recharge) a spell.
    [X] Add 2 ([X]4) to your check that has the Attack trait.

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni starts at the Tempests Cay

    Seoni Tattooed Mystic wrote:

    Hand: Sage, Blessing of Abadar 2b, Blessing of Abadar 2a, Mist Horn, Chaos stone, Life Leech, Wand of treasure finding,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings VERY available Freed soul means i will recharge a blessing in my discard pile at the end of my next turn

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check

    She explores and finds an ambush

    Finds Cartarid columm leaping out him

    Discards Chaos stone
    and burys mist horn
    1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (5) + (2) + (5) = 13

    strength 10: 1d4 + 5 - 1 + 4 ⇒ (1) + 5 - 1 + 4 = 9
    strength 10: 1d4 + 5 - 1 + 4 ⇒ (4) + 5 - 1 + 4 = 12

    shirt reroll

    discards remove curse as damage from chaos stone

    Using wand treasure finding

    arcane 8: 1d12 + 6 ⇒ (12) + 6 = 18
    recharged

    Armoured kilt on top

    Henchman in this location

    "

    Seoni Tattooed Mystic wrote:

    Hand: Sage, Blessing of Abadar 2b, Blessing of Abadar 2a, Dominate, Swipe, Life Leech, Blessing of Lamashtu 4,

    , "
    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings VERY available Freed soul means i will recharge a blessing in my discard pile at the end of my next turn

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check


    Reta actually started out at the Fog Bank, and then moves right away to the Raker Shoals.

    She explores, and finds a Steel Scorpion.
    She asks Seoni to pray to Abadar for her.
    dex: 3d10 + 4 ⇒ (8, 10, 5) + 4 = 27

    Reta discards Xoff to examine the top three cards of her location.
    grave goods-> BotBoss discarded
    evil eye -> random scourge then banished scourge: 1d8 + 1 ⇒ (7) + 1 = 8
    silken ceremonial armor

    Reta gets curse of the sphynx.

    Puts armor back into location, then grave goods, and explores grave goods.
    Reta asks Seoni for more help (another blessing of abadar)
    dex, DC 12: 3d10 + 4 ⇒ (9, 6, 4) + 4 = 23
    random ally chosen.
    shock lizard.

    Reta moves back to the fog bank on her Mighty Steed, and explores there. She finds the barrier final nights, which is undead and she can't defeat, so she recharges Improvised Monster to evade it.

    The poor cursed little goblin then draws up and ends her turn.

    Reta wrote:

    Hand: Shock Lizard (ncd), Velociraptor, Planar Crossbow +2, Forensic Physician, Blessing of the Demon Queen, Animalbane Crossbow +2, Emerald of Dexterity,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes: 2 die bumps remaining

    Skills and Powers:
    SKILLS

    STRENGTH d8 [x]+1 [x]+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
    Ranged: Dexterity +2
    CONSTITUTION d8 [x]+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [x] 6 [x]7 []9
    Light Armors Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
    []At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
    [x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova starts at the Shipwreck Graveyard. She is wise, however.
    Wisdom 5: 1d10 + 4 ⇒ (5) + 4 = 9 - Success

    Shipwreck Graveyard Card 1: Explore
    She explores, finding a Telekenesis Trap. She casts Wisdom on herself and the reveals her Headband of Inspire Wisdom.
    Divine 12: 1d10 + 7 + 3 + 2 ⇒ (6) + 7 + 3 + 2 = 18 - Success

    Shipwreck Graveyard Card 2: Explore
    She explores again, discarding her Sand Elemental to do so. She finds a Chain Lightning spell. She's not super into it, but tries to get it nonetheless.
    Arcane 10: 1d10 + 3 + 4 ⇒ (10) + 3 + 4 = 17 - Success

    Shipwreck Graveyard Card 3: Explore
    Zarlova continues, discarding her Blessing of Sivanah to do so, and finds a Bonecrusher Wizard. Terrible! She takes cold damage the form of Chain Lightning.

    She then casts Volcanic Storm and reveals her Headband of Wisdom for good measure.
    Combat 9: 1d10 + 7 + 4 + 3 + 2 + 3d6 ⇒ (3) + 7 + 4 + 3 + 2 + (5, 6, 5) = 35 - Success
    She reveals her Headband of Wisdom for the recharge.
    Divine 13 (Volcanic Storm Recharge): 1d10 + 7 + 4 + 3 + 2 ⇒ (9) + 7 + 4 + 3 + 2 = 25 - Success
    She then takes a poison damage, which she takes to the Find Traps.

    She decides to heal herself with Major Cure.
    Major Cure (Zarlova): 1d4 + 2 ⇒ (2) + 2 = 4 - Full Heal
    She reveals her Headband of Inspired Wisdom for the recharge.
    Divine 10 (Major Cure Recharge): 1d10 + 7 + 3 + 2 ⇒ (5) + 7 + 3 + 2 = 17 - Success

    She ends her turn.

    Divine 8 (Wisdom Recharge): 1d10 + 7 ⇒ (7) + 7 = 14 - Success

    After Turn
    She immediately displays her Eagle Aerie.

    Zarlova wrote:

    Hand: Headband of Inspired Wisdom, Chain Lightning, Sand Elemental, Find Traps, Blessing of Milani, Evangelist,

    Displayed: Eagle Aerie,
    Deck: 15 Discard: 0 Buried: 0
    Notes: Blessing of Milani: +2 dice on noncombat dex/wis; Find Traps: +2 dice to any check to defeat a barrier at any location; Eagle Aerie: At the end of any turn you may recharge a card to move if you are at my location
    Sideboard cards:


    During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Current Effects:
  • Reinforcements displayed!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Monster 2
    Spoiler:
    Bonecrusher Wizard
    Monster B

    Traits
    Bonecrusher
    Wizard
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Monster 3
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 4
    Spoiler:
    Magma Spirit
    Monster B

    Traits
    Elemental
    Outsider
    Fire
    Basic

    Check
    Combat
    9

    Powers
    The Magma Neblin 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.

    Monster 5
    Spoiler:
    Emperor Cobra
    Monster B

    Traits
    Animal
    Poison
    Basic

    Check
    Stealth
    6
    OR
    Combat
    8

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Barrier 2
    Spoiler:
    Camouflaged Pit Trap
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    6
    OR
    Dexterity
    Acrobatics
    7

    Powers
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Barrier 3
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 4
    Spoiler:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Barrier 5
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

    Powers
    When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 2
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Weapon 3
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    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.

    Weapon 4
    Spoiler:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    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.

    Spell 3
    Spoiler:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

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

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Armor 2
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    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.

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 5
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 2
    Spoiler:
    Ghost Battling Ring
    Item B

    Traits
    Accessory
    Magic
    Pharasma
    Veteran

    Check
    Arcane
    Divine
    Knowledge
    8

    Powers
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 3
    Spoiler:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    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.

    Item 4
    Spoiler:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Item 5
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Random Allies:
    Ally 1
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    Spoiler:
    Pakesket
    Ally 5

    Traits
    Animal
    Phoenix
    Fire

    Check
    Charisma
    Diplomacy
    8
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

    Ally 3
    Spoiler:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 5
    Spoiler:
    Neb-at
    Ally 1

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 4
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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.

    Turn: 4 Raz/GM Skeemo

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Seoni)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 2 (Turn 6 Zarlova)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 3 (Turn 7 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 8 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 5 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 6 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 7 (Turn 11 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 8 (Turn 12 Raz)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 9 (Turn 13 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 10 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 11 (Turn 15 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 16 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 17 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 18 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 19 Reta)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 16 (Turn 20 Raz)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 18 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 19 (Turn 23 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 20 (Turn 24 Raz)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 21 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 22 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 23 (Turn 27 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 25 (Turn 29 Seoni)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 27 (Turn 31 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Raz, Reta
    Notes: Final Nights

    Fog Bank Card 1:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Fog Bank Card 2:
    Maddened Sea Serpent
    Villain Monster 2

    Traits
    Aquatic
    Veteran

    Check
    Combat
    14

    Powers
    Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters.
    The difficulty to defeat is increased by three times the scenario's adventure deck number.
    If undefeated, bury 1d4+1 cards from your discard pile.

    Fog Bank Card 3:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Fog Bank Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    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.

    Fog Bank Card 5:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Fog Bank Card 6:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Fog Bank Card 7:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Fog Bank Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank Card 9:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Fog Bank Card 10:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    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.

    Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

    Raker Shoals Card 1 - Silken Ceremonial Armor:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Raker Shoals Card 2:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    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.

    Raker Shoals Card 3:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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.

    Raker Shoals Card 4:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Raker Shoals Card 6:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Raker Shoals Card 7:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Zarlova

    Shipwreck Graveyard Card 1:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 2:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Shipwreck Graveyard Card 3:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Shipwreck Graveyard Card 5:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Shipwreck Graveyard Card 6:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Shipwreck Graveyard Card 7:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Seoni
    Notes: Shipwreck

    Tempest Cay Card 1 - Armored Kilt:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Tempest Cay Card 2:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Tempest Cay Card 3:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Tempest Cay Card 4:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 5:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    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.

    Tempest Cay Card 6:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Tempest Cay Card 7:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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.

    Tempest Cay Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Sharkskin Reef Card 1:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Sharkskin Reef Card 2:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sharkskin Reef Card 3:
    Giant Crocodile
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    18

    Powers
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

    Sharkskin Reef Card 4:
    Skeletal Jackal
    Monster B

    Traits
    Undead
    Skeleton
    Basic

    Check
    Combat
    8

    Powers
    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.

    Sharkskin Reef Card 5:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Sharkskin Reef Card 6:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Sharkskin Reef Card 7:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Sharkskin Reef Card 8:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

    Powers
    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.

    Sharkskin Reef Card 9:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    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.

    Sharkskin Reef Card 10:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Gozreh's Flow
    At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: On closing, move all characters at this location to one other random location.
    M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1

    Gozreh's Flow Card 1:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.

    Gozreh's Flow Card 2:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Gozreh's Flow Card 3:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Gozreh's Flow Card 4:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    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.

    Gozreh's Flow Card 5:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Gozreh's Flow Card 6:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Gozreh's Flow Card 7:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Gozreh's Flow Card 8:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    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.

    Gozreh's Flow Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Gozreh's Flow Card 10:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.


  • Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

    Raz flips a blessing of the elements and travels to the Sharkskin Reef. She encounters a shipwreck. She uses her blessing of Sarenrae and her top card (blessing of Gozreh) for a boost.

    Constitution DC 10: 4d6 + 1 ⇒ (3, 5, 6, 6) + 1 = 21
    Plunder: 1d6 ⇒ 4 Item - Osirion History Guide

    She clears out the wreck and banishes her warhorse to close the location (marked as buried, since she can get it right back when resetting her deck). Having plenty of time ahead of her, she resets her hand and ends her turn.

    Raz wrote:

    Hand: Frost Lance +2, Griffon, Spiked Plate, Blessing of Iomedae, Osirion History Guide (box),

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    Notes:

    Skills and Powers:
    SKILLS

    STRENGTH d8 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    DEXTERITY d8 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d4 []+1
    WISDOM d6 []+1
    Divine: Wisdom +1
    CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
    Diplomacy: Charisma +2

    Hand Size 4 [X] 5 [] 6
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    [] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
    [X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


    During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Current Effects:
  • Reinforcements displayed!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Monster 2
    Spoiler:
    Caryatid Column
    Monster 1

    Traits
    Construct
    Elite

    Check
    Combat
    10

    Powers
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Monster 3
    Spoiler:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

    Powers
    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.

    Monster 4
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Monster 5
    Spoiler:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    NONE

    Powers
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check. Any character that fails the check must bury her hand. If your check succeeds, you may explore your location.
    After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated.

    Barrier 2
    Spoiler:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    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.

    Barrier 3
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 4
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    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 9 check to banish this card.

    Barrier 5
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 2
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Weapon 3
    Spoiler:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    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 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 5
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Random Spells:
    Spell 1
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 2
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    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.

    Spell 3
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    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.

    Spell 5
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    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.

    Armor 2
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 5
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 2
    Spoiler:
    Ghost Battling Ring
    Item B

    Traits
    Accessory
    Magic
    Pharasma
    Veteran

    Check
    Arcane
    Divine
    Knowledge
    8

    Powers
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 3
    Spoiler:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Item 4
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

    Powers
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 5
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 2
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Dhabba
    Ally B

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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.

    Turn: 5 Seoni/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Zarlova)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 2 (Turn 7 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 8 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 4 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 5 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 6 (Turn 11 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 7 (Turn 12 Raz)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 8 (Turn 13 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 9 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 10 (Turn 15 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 16 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 17 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 18 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 19 Reta)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 15 (Turn 20 Raz)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 17 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 18 (Turn 23 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 19 (Turn 24 Raz)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 20 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 21 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 22 (Turn 27 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 24 (Turn 29 Seoni)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 26 (Turn 31 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Reta
    Notes: Final Nights

    Fog Bank Card 1:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Fog Bank Card 2:
    Maddened Sea Serpent
    Villain Monster 2

    Traits
    Aquatic
    Veteran

    Check
    Combat
    14

    Powers
    Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters.
    The difficulty to defeat is increased by three times the scenario's adventure deck number.
    If undefeated, bury 1d4+1 cards from your discard pile.

    Fog Bank Card 3:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Fog Bank Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    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.

    Fog Bank Card 5:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Fog Bank Card 6:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Fog Bank Card 7:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Fog Bank Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank Card 9:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Fog Bank Card 10:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    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.

    Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

    Raker Shoals Card 1 - Silken Ceremonial Armor:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Raker Shoals Card 2:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    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.

    Raker Shoals Card 3:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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.

    Raker Shoals Card 4:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Raker Shoals Card 6:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Raker Shoals Card 7:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Zarlova

    Shipwreck Graveyard Card 1:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 2:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Shipwreck Graveyard Card 3:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Shipwreck Graveyard Card 5:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Shipwreck Graveyard Card 6:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Shipwreck Graveyard Card 7:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Seoni
    Notes: Shipwreck

    Tempest Cay Card 1 - Armored Kilt:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Tempest Cay Card 2:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Tempest Cay Card 3:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Tempest Cay Card 4:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 5:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    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.

    Tempest Cay Card 6:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Tempest Cay Card 7:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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.

    Tempest Cay Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Sharkskin Reef
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Raz,

    Gozreh's Flow
    At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: On closing, move all characters at this location to one other random location.
    M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1

    Gozreh's Flow Card 1:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.

    Gozreh's Flow Card 2:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Gozreh's Flow Card 3:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Gozreh's Flow Card 4:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    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.

    Gozreh's Flow Card 5:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Gozreh's Flow Card 6:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Gozreh's Flow Card 7:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Gozreh's Flow Card 8:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    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.

    Gozreh's Flow Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Gozreh's Flow Card 10:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

  • Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni moves to raker shoals dicscards blessing of nethys puts the Kohl ahead of the kilt and explores

    knowledge 6: 1d8 + 3 ⇒ (1) + 3 = 4

    Kohl not acquired

    Standard explore

    silken armour charisma 11: 1d12 + 8 ⇒ (11) + 8 = 19

    Silken ceremonial armour acquired

    Discard sage to explore some more

    knowledge divine 7: 1d8 + 3 ⇒ (3) + 3 = 6

    Seoni Tattooed Mystic wrote:

    Hand: Blessing of Lamashtu 4a, Ceremonial silk armour, Pyromaniac mage, Dominate, Swipe, Life Leech, Blessing of Lamashtu 4, Rabbits foot,

    Displayed:
    Deck: 7 Discard: 6 Buried: 1
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings just available

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova starts off with the easy check again.
    Wisdom 5: 1d10 + 4 ⇒ (4) + 4 = 8 - Success

    Shipwreck Graveyard Card 1: Explore
    It's a Shipwreck, the henchman! Makes sense for the Shipwreck Graveyard... She casts Find Traps to help defeat it. She also reveals her Evangelist.
    Constitution 10: 3d6 + 1 ⇒ (6, 1, 5) + 1 = 13 - Success
    Divine 8 (Find Traps Recharge): 1d10 + 7 ⇒ (9) + 7 = 16 - Success
    She adds a plunder card to her hand!
    Plunder: 1d6 ⇒ 6 - Blessing
    She finds a little prayer of Abadar in the wreckage, in the form of Blessing of Abadar.

    Shipwreck Graveyard Closing
    Zarlova sees what she has to do to close this location.
    Plunder: 1d6 ⇒ 2 - Spell
    She has to know the Augury spell. Very easy...
    Divine 6: 1d10 + 7 ⇒ (9) + 7 = 16 - Success
    Structural Damage: 1d4 ⇒ 2 - I'll just take it... Cure, Blessing of Sivanah

    Shipwreck Graveyard Closed!

    Zarlova ends her turn, but recharges the Augury she just found to Move to Gozreh's Flow using her Eagle Aerie.

    She draws up.

    Zarlova wrote:

    Hand: Headband of Inspired Wisdom, Chain Lightning, Sand Elemental, Blessing of Milani, Evangelist, Blessing of Abadar, Blessing of Pharasma 1,

    Displayed: Eagle Aerie,
    Deck: 14 Discard: 2 Buried: 0
    Notes: Blessing of Milani: +2 dice on noncombat dex/wis; Blessing of Pharasma: +2 dice on any check where a spell was played; Blessing of Abadar: +2 dice to check to defeat barrier; Eagle Aerie: At the end of any turn you may recharge a card to move if you are at my location
    Sideboard cards:


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Didn't affect my turn at all, but I got Silver Crusade's Favor on my turn, so everyone can recharge a card you choose from your discard or a random buried card.


    During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Current Effects:
  • Reinforcements displayed!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Monster 2
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Monster 3
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

    Powers
    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.

    Monster 4
    Spoiler:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

    Powers
    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.

    Monster 5
    Spoiler:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 2
    Spoiler:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Barrier 3
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 4
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    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.

    Barrier 5
    Spoiler:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Weapon 2
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 3
    Spoiler:
    Scorpion Whip
    Weapon 1

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Weapon 5
    Spoiler:
    Khopesh
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

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

    Spell 2
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Symbol of Pain
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    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.

    Armor 3
    Spoiler:
    Filter Hood
    Armor B

    Traits
    Accessory
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    4
    OR
    Intelligence
    Craft
    Survival
    6

    Powers
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Armor 4
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 5
    Spoiler:
    Crocodile Skin Madu
    Armor B

    Traits
    Shield
    Offhand
    Elite

    Check
    Constitution
    Fortitude
    3
    OR
    Melee
    5

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    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.

    Item 2
    Spoiler:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Item 3
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Item 4
    Spoiler:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Item 5
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Random Allies:
    Ally 1
    Spoiler:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 3
    Spoiler:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Ausetitha
    Ally 4

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    15

    Powers
    Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
    While displayed, when you display a scourge, bury this card.

    Ally 5
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessing 4
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore 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.

    Turn: 7 Reta/Redelia

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 2 (Turn 9 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 3 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 4 (Turn 11 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 5 (Turn 12 Raz)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 6 (Turn 13 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 7 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 8 (Turn 15 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 16 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 17 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 18 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 19 Reta)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 13 (Turn 20 Raz)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 15 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 16 (Turn 23 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 17 (Turn 24 Raz)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 18 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 19 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 20 (Turn 27 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 22 (Turn 29 Seoni)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 24 (Turn 31 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Reta
    Notes: Final Nights

    Fog Bank Card 1:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Fog Bank Card 2:
    Maddened Sea Serpent
    Villain Monster 2

    Traits
    Aquatic
    Veteran

    Check
    Combat
    14

    Powers
    Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters.
    The difficulty to defeat is increased by three times the scenario's adventure deck number.
    If undefeated, bury 1d4+1 cards from your discard pile.

    Fog Bank Card 3:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Fog Bank Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    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.

    Fog Bank Card 5:
    Shock Toad
    Monster B

    Traits
    Animal
    Electricity
    Basic

    Check
    Combat
    6

    Powers
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shocker Lizard deals 1 Electricity damage to each character at your location.

    Fog Bank Card 6:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Fog Bank Card 7:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Fog Bank Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank Card 9:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Fog Bank Card 10:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    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.

    Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Seoni

    Raker Shoals Card 1:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 2:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Raker Shoals Card 3:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Raker Shoals Card 4:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    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.

    Shipwreck Graveyard
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1
    Notes: Shipwreck

    Tempest Cay Card 1 - Armored Kilt:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Tempest Cay Card 2:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Tempest Cay Card 3:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Tempest Cay Card 4:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 5:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    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.

    Tempest Cay Card 6:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Tempest Cay Card 7:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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.

    Tempest Cay Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Sharkskin Reef
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Raz,

    Gozreh's Flow
    At This Location: At the start of your move step, succeed at a Wisdom or Survival 7 check or move all characters at this location to a random other location; then end your move step.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: On closing, move all characters at this location to one other random location.
    M:4 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Zarlova

    Gozreh's Flow Card 1:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.

    Gozreh's Flow Card 2:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Gozreh's Flow Card 3:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Gozreh's Flow Card 4:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    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.

    Gozreh's Flow Card 5:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Gozreh's Flow Card 6:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Gozreh's Flow Card 7:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Gozreh's Flow Card 8:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    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.

    Gozreh's Flow Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Gozreh's Flow Card 10:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.


  • Blessing of the Boss recharges during Zarlova's turn

    Reta flips a blessing of the Ancients, and moves to Raker Shoals.
    When the fierce little goblin explores, she finds a shipwreck!

    Reta asks Lamashtu for help (plays Blessing of the Demon Queen)
    fort, DC 10: 4d8 + 1 ⇒ (6, 5, 2, 5) + 1 = 19
    mental damage from demon queen: 1d4 ⇒ 3
    (animalbane crossbow, emerald, and shock lizard discarded)
    Reta reveals her forensic physician to heal herself.
    1d4 + 1 ⇒ (2) + 1 = 3
    (BotDemon Queen, Xoff, and Animalbane Crossbow shuffled into deck)

    Reta now takes 4 structural damage to close the location.
    (flaming buckler gun, blessing of lamashtu, improvised monster, and houndhacker discarded)

    Planar Crossbow is discarded after closing.

    The very tired (and cursed) little goblin now rests.

    Reta wrote:

    Hand: Blessing of Norgober, Velociraptor, Javelin of Lightning, Animalbane Crossbow +2, Rapier of Puncturing, Cleaving Dogslicer +2, Calistrian Kiss,

    Displayed: Curse of the Sphynx,
    Deck: 6 Discard: 9 Buried: 0
    Notes: 2 die bumps remaining

    Skills and Powers:
    SKILLS

    STRENGTH d8 [x]+1 [x]+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
    Ranged: Dexterity +2
    CONSTITUTION d8 [x]+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [x] 6 [x]7 []9
    Light Armors Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
    []At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
    [x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)


    Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

    Raz flips a blessing of the Lady of Graves, then travels to Gozreh's Flow. She explores and encounters a gigantic mummified crocodile. She mounts her griffon and brings her frost lance and spiked plate to bear against it.

    Combat DC 21: 4d8 + 11 ⇒ (4, 8, 1, 6) + 11 = 30

    She strikes down the undead, then discards her blessing to explore again. She finds a blessing and attempts to acquire.

    Divine DC 3: 1d6 + 1 ⇒ (5) + 1 = 6

    She snags the blessing, then discards it to look ahead, spying another shipwreck. She chooses to encounter and uses Zarlova's blessing of Abadar plus her top card (Clockwork Dragonling) for a boost on the check.

    Constitution DC 10: 4d6 + 1 ⇒ (2, 4, 5, 6) + 1 = 18
    Plunder Card: 1d6 ⇒ 6 Blessing - Blessing of Anubis

    Raz plunders the shipwreck, then attempts to close the location by recharging her book and discarding her top card (demonbane longsword +2).

    Wisdom DC 7: 3d6 + 1 ⇒ (3, 4, 3) + 1 = 11
    Random Location: 1d5 ⇒ 2

    The location is closed, and Raz is moved to the Raker Shoals. She discards her Griffon to move herself and Reta to the fog bank and explore again, finding a holy light spell. She discards her top card (Mountain Dog, so recharges) for a boost to acquire.

    Divine DC 8: 2d6 + 2 ⇒ (2, 4) + 2 = 8

    She acquires the spell, then swaps it for what turns out to be a monstrous physique spell. She discards her blessing to explore again, and finds the villain! With no one to close the tempest cay, she takes one of the structural damage with by discarding her spell, then discards her frost lance and her top card (spellsword +2) and displays her spiked plate to challenge the raging serpent.

    Combat DC 29: 2d8 + 3d6 + 10 ⇒ (4, 7) + (3, 4, 5) + 10 = 33

    She bests the serpent and sends it fleeing to tempest cay, closing the fog bank. With only her armor left, she resets and ends her turn.

    Raz wrote:

    Hand: Spiked Plate, Pit Gladiator, Blessing of the Inheritor, Sunsword, Pegasus,

    Displayed:
    Deck: 9 Discard: 10 Buried: 1
    Notes: Blessing of the Inheritor lets anyone explore on their turn.

    Skills and Powers:
    SKILLS

    STRENGTH d8 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    DEXTERITY d8 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d4 []+1
    WISDOM d6 []+1
    Divine: Wisdom +1
    CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
    Diplomacy: Charisma +2

    Hand Size 4 [X] 5 [] 6
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    [] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
    [X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


    During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Current Effects:
  • Reinforcements displayed!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

    Powers
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3
    3. Evade the Hanshepsu.
    4. Bury the top card of your deck.

    Monster 2
    Spoiler:
    Emperor Cobra
    Monster B

    Traits
    Animal
    Poison
    Basic

    Check
    Stealth
    6
    OR
    Combat
    8

    Powers
    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.

    Monster 3
    Spoiler:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Monster 4
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 5
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Barrier 2
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Barrier 3
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    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.

    Barrier 4
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. 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, draw the scourge Curse of Poisoning from the box.

    Barrier 5
    Spoiler:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Djinni Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    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.

    Weapon 2
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    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.

    Weapon 3
    Spoiler:
    Fire Lance
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite

    Check
    Dexterity
    Ranged
    Craft
    5

    Powers
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Weapon 4
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    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.

    Weapon 5
    Spoiler:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Elemental Skin
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Spell 3
    Spoiler:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Madu
    Armor B

    Traits
    Shield
    Offhand
    Elite

    Check
    Constitution
    Fortitude
    3
    OR
    Melee
    5

    Powers
    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.

    Armor 2
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

    Powers
    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.

    Armor 3
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 5
    Spoiler:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

    Powers
    Recharge this card to add 1d8 to your Craft or Disable check.

    Item 2
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

    Powers
    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.

    Item 3
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 4
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

    Powers
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 5
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Ally 3
    Spoiler:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 4
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 3
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessing 4
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 5
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 9 Seoni/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 2 (Turn 11 Reta)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 3 (Turn 12 Raz)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    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 Deck Card 4 (Turn 13 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 5 (Turn 14 Zarlova)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 6 (Turn 15 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 16 Raz)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 17 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 18 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 19 Reta)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 11 (Turn 20 Raz)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 21 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 13 (Turn 22 Zarlova)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 14 (Turn 23 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 15 (Turn 24 Raz)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 16 (Turn 25 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 17 (Turn 26 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 18 (Turn 27 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 28 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 20 (Turn 29 Seoni)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 30 Zarlova)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 22 (Turn 31 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Reta, Raz,
    Notes:

    Raker Shoals
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Seoni, Zarlova

    Shipwreck Graveyard
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:2
    Notes: Shipwreck, Maddened Sea Serpent

    Tempest Cay Card 1:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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.

    Tempest Cay Card 2:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Tempest Cay Card 3:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Tempest Cay Card 4:
    Maddened Sea Serpent
    Villain Monster 2

    Traits
    Aquatic
    Veteran

    Check
    Combat
    14

    Powers
    Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters.
    The difficulty to defeat is increased by three times the scenario's adventure deck number.
    If undefeated, bury 1d4+1 cards from your discard pile.

    Tempest Cay Card 5:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Tempest Cay Card 6:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    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.

    Tempest Cay Card 7:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 8:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Tempest Cay Card 9:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Sharkskin Reef
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Gozreh's Flow
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

  • Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Blessing of abadar recharged from discard pile

    Seoni sets sail for the tempest cay

    She finds a dwarf Pahmet clansman (diplomacy 6 1d12+5 auto acquired)

    He offers her a tour. This Naga can be friendly

    diplomacy 11: 1d12 + 5 + 1 ⇒ (3) + 5 + 1 = 9(silk armour)

    But not today The pyromaniac mage sets out to find something to burn he finds a scarab swarm She casts dominate on the mage to have it lead the swarm a merry dance she sees the sea monster and armored kilt a baited jewelbox a venemous spell and a healing one she takes the pillar of life and ends her turn

    dominate recharge arcane 14: 1d12 + 6 + 1 ⇒ (7) + 6 + 1 = 14

    Pillar of life acquired

    Spoiler:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing
    Check
    Wisdom
    Divine
    12
    Powers
    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.

    Seoni Tattooed Mystic wrote:

    Hand: Blessing of Lamashtu 4a, Ceremonial silk armour, Blessing of Pharasma 2, Pillar of Life, Swipe, Life Leech, Blessing of Lamashtu 4, Rabbits foot,

    Displayed:
    Deck: 10 Discard: 7 Buried: 1
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings just available

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Zarlova heads to Tempest Cay.

    Random Card: 1d5 + 2 ⇒ (3) + 2 = 5

    Tempest Cay Card 5: Explore
    Zarlova comes across an Armored Kilt. She cares little for the kilt but still reveals her Evangelist to help get it.
    Constitution 5: 1d6 + 1 ⇒ (5) + 1 = 6 - Success

    Random Card: 1d5 + 2 ⇒ (2) + 2 = 4

    Tempest Cay Card 4: Explore
    She discards her Sand Elemental to keep exploring. She encounters a terrible Maddened Sea Serpent. Lots of structural damage happens. (Will take it all, as it means she'll draw her Major Cure at the end of turn)

    She prepares for the hard combat. She discards her Eagle Aerie, casts Chain Lightning, discards her Blessing of Pharasma, and recharges her Evangelist to try to win.
    Combat 29: 3d10 + 1d8 + 3d6 + 1d4 + 3 + 4 ⇒ (9, 10, 2) + (3) + (1, 2, 4) + (2) + 3 + 4 = 40 - Success
    She reveals her Headband of Inspired Wisdom for Eagle Aerie's recharge.
    Divine 16 (Eagle Aerie Recharge): 1d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18 - Success
    Arcane 12 (Chain Lightning Recharge): 1d10 + 3 + 4 ⇒ (8) + 3 + 4 = 15 - Success, and putting on top of deck

    She ends her turn, discards her Armored Kilt, and draws up her hand.

    Zarlova wrote:

    Hand: Headband of Inspired Wisdom, Blessing of Milani, Chain Lightning, Volcanic Storm, Blessing of the Gods, Blessing of the Everlight, Major Cure,

    Displayed:
    Deck: 5 Discard: 13 Buried: 0
    Notes: Blessing of Milani: +2 dice on noncombat dex/wis; Blessing of the Gods: You know what this does; Blessing of the Everlight: +2 dice on noncombat con/cha
    Sideboard cards:


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    (Looks like cards 1, 2, 4, 5, 9 of Tempest Cay are gone, so that leaves cards 3, 6, 7, and 8)


    Reta forgot to get a plunder card earlier.

    1d6 ⇒ 3
    armor B. Pttthhhhhtttt...


    DEVELOPMENT:
    Your hippocampus’s tail whips the harbor into foamy whitecaps as you weave through the Flotsam Graveyard’s worst obstacles. Behind you floats the lifeless body of a fearsome sea serpent that will trouble Absalom no further.

    As you draw closer to the dread flagships, the insignia on their tattered sails come into view, as do the scores of undead marines that captain the vessels. A less brave or determined soul may have fled in the face of such overwhelming odds, but you have a plan.

    SCENARIO REWARD:
    For the rest of the adventure, each character gains the following power: “You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.”

    ACQUIRED CARDS:
    Type Adv_Deck_Num Card
    Spell B Augury
    Spell 3 Chain Lightning
    Spell 5 Monstrous Physique
    Spell 4 Pillar of Life
    Armor B Armored Kilt
    Armor 4 Silken Ceremonial Armor
    Item B Osirion History Guide
    Ally B Pahmet Clansman
    Ally B Shock Lizard
    Blessing B Blessing of Abadar
    Blessing B Blessing of the Ancients


    9–00C2: SILENCING THE TIDE
    Absalom’s harbor is a riot of whitecaps and waves. You close in on the Silent Tide armada, comprised of centuries-dead Taldan invaders who once dreamed of conquering Absalom, the so-called City at the Center of the World. These undead marines have risen and now nimbly sail through the Flotsam Graveyard. They’re only precious minutes from making landfall, and there’s no sign of reinforcements from Escadar, where most of Absalom’s navy resides. That leaves you and a handful of Wave Riders as Absalom’s best chance—and last defense—to thwart the assault.

    You against dozens of ships isn’t a fair fight, but you remember Captain Sevana Kinhan’s theory: eliminate the flagships that seem to control the armada, and the whole fleet might break apart. The question is which vessel’s the greatest threat? As you scan the masts, you begin remembering stories of these fearsome ships and their captains.

    There sails the Lioness, a privateer’s pride last commanded by the bloodthirsty Commander Paulus Saltbain. He recklessly delighted in being the first to board each enemy ship he caught.

    You then spot the Oppara, its silver-trimmed forecastles now tarnished by seawater. The once-staid Commodore Maurus Korgen cackles and crows his love of Taldor as he grips the wheel, barely noticing his intestines that spill from his rotten body onto the deck.

    Suddenly, your eyes catch sight of the Dreadnought, from which the legendary Admiral Arminus Pythareus commanded the doomed invasion. It slips out of view behind other ships, but you have your target.

    To reach it, you’ll have to run the wreckage and skirt Harbor Island, where even now ghoulish marines are making landfall and fighting with the Harbor Guard. There’s no time to waste!

    VILLAIN:
    ADMIRAL ARMINUS PYTHAREUS
    HENCHMEN:
    THE ANCIENT MARINER
    SCURVY ZOMBIES
    LOCATIONS:
    2 FOG BANK
    2 FRINGES OF THE EYE
    2 PINNACLE ATOLL
    2 SCAR BAY
    3 RAKER SHOALS
    4 SHIPWRECK GRAVEYARD

    DURING THIS SCENARIO:

    • When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
    • When playing this adventure in Tier 5, the difficulty of checks to defeat The Ancient Mariner and Scurvy Zombies is increased by 9.


    During This Adventure:

  • Tier: 5
  • Scourge die: d8+1
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
  • Dark Archive: When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
  • Sovereign Court: Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade: After creating the blessings deck for each scenario, shuffle the support card Silver Crusade Favor into the blessings deck.
  • For the rest of the adventure, each character gains the following power: “You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.”
    Reinforcements:

    Powers
    On your check, after the roll, you may bury this card to add 1d8.
    You may bury this card; each charcter shuffles a random card from his discard pile into his deck.
    You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
    At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:

  • When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
  • When playing this adventure in Tier 5, the difficulty of checks to defeat The Ancient Mariner and Scurvy Zombies is increased by 9.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Current Effects:
  • None
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Monster 2
    Spoiler:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 3
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    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.

    Monster 4
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Monster 5
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 2
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Barrier 3
    Spoiler:
    Hurtling Tiles Trap
    Barrier 1

    Traits
    Obstacle
    Trap
    Basic

    Check
    Intelligence
    Perception
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

    Barrier 4
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    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 9 check to banish this card.

    Barrier 5
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    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 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Weapon 4
    Spoiler:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 5
    Spoiler:
    Fire Kukri +1
    Weapon 1

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Fire
    Magic
    Elite

    Check
    Strength
    Melee
    6

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    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.

    Spell 2
    Spoiler:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 4
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Armor 2
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 3
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    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.

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 5
    Spoiler:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Item 2
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 3
    Spoiler:
    Evocation Staff
    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
    additionally 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. The monster is evaded; put it on top of its location deck.

    Item 4
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Necklace of Fireballs
    Item 4

    Traits
    Accessory
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Random Allies:
    Ally 1
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Dhabba
    Ally B

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 4
    Spoiler:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    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.

    Ally 5
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 2
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 3
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Turn: 1 Reta/Redelia

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.


    Blessings Remaining: 30
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Raz)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 3 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 3 (Turn 4 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 4 (Turn 5 Reta)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 5 (Turn 6 Raz)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 7 Seoni)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 7 (Turn 8 Zarlova)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 9 Reta)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 9 (Turn 10 Raz)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    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 it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 10 (Turn 11 Seoni)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    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, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 11 (Turn 12 Zarlova)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 13 Reta)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 14 Raz)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 15 Seoni)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 15 (Turn 16 Zarlova)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 16 (Turn 17 Reta)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 18 Raz)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 18 (Turn 19 Seoni)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 20 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 21 Reta)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 22 Raz)
    Spoiler:
    Silver Crusade Favor
    Favor 2

    Traits

    Check

    Powers
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.

    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Deck Card 22 (Turn 23 Seoni)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 24 Zarlova)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 24 (Turn 25 Reta)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 26 Raz)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 27 Seoni)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    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.

    Blessings Deck Card 27 (Turn 28 Zarlova)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 28 (Turn 29 Reta)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 29 (Turn 30 Raz)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Blessings Deck Card 30 (Turn 31 Seoni)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    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.

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

    Fog Bank Card 1:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    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.

    Fog Bank Card 2:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    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 combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Fog Bank Card 3:
    Skeletal Jackal
    Monster B

    Traits
    Undead
    Skeleton
    Basic

    Check
    Combat
    8

    Powers
    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.

    Fog Bank Card 4:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Fog Bank Card 5:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    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.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    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.

    Fog Bank Card 6:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Fog Bank Card 7:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Fog Bank Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Fog Bank Card 9:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Fog Bank Card 10:
    Admiral Arminus Pythareus
    Villain Monster 2

    Traits
    Undead
    Aristocrat
    Veteran

    Check
    Combat
    Divine
    10
    THEN
    Combat
    Divine
    13

    Powers
    Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
    Before you act, you are dealt 1 Ranged Combat damage.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    After you act, you are dealt 1 Ranged Combat damage.

    Fringes of the Eye
    At This Location: The difficulty of checks to defeat barriers is increased by 3.
    When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
    When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
    M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

    Fringes of the Eye Card 1:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Fringes of the Eye Card 2:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Fringes of the Eye Card 3:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Fringes of the Eye Card 4:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Fringes of the Eye Card 5:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    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.

    Fringes of the Eye Card 6:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Fringes of the Eye Card 7:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Fringes of the Eye Card 8:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Fringes of the Eye Card 9:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fringes of the Eye Card 10:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll Card 1:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    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.

    Pinnacle Atoll Card 2:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    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.

    Pinnacle Atoll Card 3:
    The Second Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    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.

    Pinnacle Atoll Card 4:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Pinnacle Atoll Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Pinnacle Atoll Card 6:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Pinnacle Atoll Card 7:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    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.

    Pinnacle Atoll Card 8:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 9:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    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.

    Pinnacle Atoll Card 10:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

    Powers
    At the start of your turn, recharge this card to draw 2 cards.
    Discard this card to explore your location.

    Scar Bay
    At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Scar Bay Card 1:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

    Powers
    When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.

    Scar Bay Card 2:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    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.

    Scar Bay Card 3:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    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.

    Scar Bay Card 4:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Scar Bay Card 5:
    Graven Guardian of Set
    Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.

    Scar Bay Card 6:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 7:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Scar Bay Card 8:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Scar Bay Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Scar Bay Card 10:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Raker Shoals
    At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
    When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
    When Permanently Closed: On closing, discard a card.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

    Raker Shoals Card 1:
    Armor of the Sands
    Armor B

    Traits
    Clothing
    Magic
    Arcane
    Divine
    Elite

    Check
    Constitution
    Fortitude
    6
    OR
    Arcane
    Divine
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Raker Shoals Card 2:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

    Raker Shoals Card 3:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

    Powers
    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.

    Raker Shoals Card 4:
    Scurvy Zombie
    Henchman Monster 2

    Traits
    Undead
    Zombie
    Aquatic

    Check
    Combat
    13

    Powers
    The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
    Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 5:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    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.

    Raker Shoals Card 6:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    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. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Raker Shoals Card 7:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Raker Shoals Card 8:
    Scorpion Whip
    Weapon 1

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Raker Shoals Card 9:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Raker Shoals Card 10:
    Falling Rubble
    Barrier B

    Traits
    Obstacle
    Trap
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Survival
    6

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    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.

    Shipwreck Graveyard Card 2:
    The Ancient Mariner
    Henchman Monster 2

    Traits
    Undead
    Mummy
    Aquatic

    Check
    Combat
    15

    Powers
    The Ancient Mariner is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 3:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 4:
    Crocodile Skin Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Shipwreck Graveyard Card 5:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Shipwreck Graveyard Card 7:
    Compass
    Item B

    Traits
    Object
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    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.

    Shipwreck Graveyard Card 8:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    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.

    Shipwreck Graveyard Card 9:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Shipwreck Graveyard Card 10:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

  • Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni will start at the fog bank

    "

    Seoni Tattooed Mystic wrote:

    Hand:

    , Sage, Blessing of Abadar 2a, Blessing of Abadar 2b, Swipe, Blessing of Lamashtu 4, Wand of treasure finding, Chaos stone, Dominate, Dominate, "
    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings just available

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [X5]+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 [X6]+1 [X6a]+2
    CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [X3] 7 [X6] 8

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
    [X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
    [ ] You gain the skill Craft Charisma +1
    [] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
    [X4] You may bury a card to add its adventure deck number to your check


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Start at Shipwreck Graveyard.

    Zarlova wrote:

    Hand: Find Traps, Divine Blaze, Evangelist, Game of Afterlife, Cure, Blessing of the Everlight, Blessing of Milani,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Blessing of Milani: +2 dice on noncombat dex/wis; Blessing of the Everlight: +2 dice on noncombat con/cha
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d6 [ ]+1
    Constitution d6 [ ]+1 [ ]+2 [ ]+2
    Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Arcane: Intelligence +2
    Craft: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom +3
    Charisma d6 [ ]+1 [ ]+2

    Role: Theurge
    Favored Card: Spell
    Hand Size 6 [X]7 [ ]8 [ ]9
    Proficient with: None
    Powers:
    When you would recharge a spell that has both the Divine ([ ]or Arcane) and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
    [X] You gain the skill Arcane: Intelligence +2.
    [ ] Add 2 ([ ]4) to your check to acquire ([ ] or recharge) a spell.
    [X] Add 2 ([X]4) to your check that has the Attack trait.


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    (Also good with people using the Find Traps above, just forgot to put it in notes! +2 dice to any check to defeat a barrier)


    Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

    Raz will start in Pinnacle Atoll.

    Raz wrote:

    Hand: Ebon Thorn, Clockwork Dragonling, Demonbane Longsword +2, Blessing of Sarenrae, Sacred Killer,

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

    Skills and Powers:
    SKILLS

    STRENGTH d8 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    DEXTERITY d8 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d4 []+1
    WISDOM d6 []+1
    Divine: Wisdom +1
    CHARISMA d10 [X]+1 [X]+2 [X]+3 []+4
    Diplomacy: Charisma +2

    Hand Size 4 [X] 5 [] 6
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
    When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
    When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([X] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
    [] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
    [X] When you acquire ([X] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


    Reta will start at the Scar Bay, but immediatly move to the Raker Shoals.

    Reta wrote:

    Hand: Houndhacker, Forensic Physician, Javalin of Lightning, Blessing of the Demon Queen, Calistrian Kiss, Ring of Regeneration, Flaming Buckler Gun,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: 2 die bumps remaining

    Skills and Powers:
    SKILLS

    STRENGTH d8 [x]+1 [x]+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
    Ranged: Dexterity +2
    CONSTITUTION d8 [x]+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [x] 6 [x]7 []9
    Light Armors Weapons
    Powers:
    When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster ([x]or acquire an ally), you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
    []At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
    [x]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discard the cards to reroll the dice, take the new result.)

    Reta flips a Blessing of Horus, moves to Raker Shoals, and explores.
    She finds an armor.

    fort: 1d8 + 1 ⇒ (2) + 1 = 3

    Nope; end of Reta's turn, hand still the same.

    101 to 150 of 314 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [Gameday VII] [ACG] [Tier 5] Assault on Absalom by MorkXII All Messageboards

    Want to post a reply? Sign in.