[ACG] [GDVII] Assault on Absalom by Maelwys0 (Inactive)

Game Master Maelwys0

Turn Order:
1 - Alase/MatsuKurisu
2 - Raz/eddiephlash
3 - Uliah/Deni
4 - Damiel/Tomehound

Reinforcements (NOT Available):

On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character 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.


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The Exchange has secured and distributed a fresh supply of weapons and armor, including highly valuable gear for the Pathfinders’ use.

The Exchange faction’s special condition is in effect: Each character chooses weapon, armor, or item and draws a non-Basic card of that type from the box.


During This Adventure: The scourge die is 1d6.

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.

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.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage.

When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Uliah heads to the sea fort. Forts are always fascinating places for him. I would like an armor from the box please

Uliah wrote:

Hand: Blessing of the Gods, Retrievere, Blessing of Gorum, Find Traps, Dwarven Longhammer +1,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>


The combined strength of the Muckruckers and the Grand Lodge have broken through the Black Echelon’s defenses and retaken Fort Tempest. Absalom’s flag flies over the fortress once more, encouraging the city’s defenders.

The Grand Lodge faction’s special condition is in effect: Each character draws a non-Basic blessing from the box.

Liberty's Edge

Alase - start

Starting location - Ghoul Square

Exchange reward - Armor

Alase wrote:

Hand: Ruby of Charisma, Black Spot, Good Omen, Sorrowsoul, Augury, Bound Imp,

Displayed: Tonbarse, , , , , ,
Deck: 11 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Starting Location: Alchemical Laboratory

Please give me a non-basic Item from the box, along with the blessing.

Starting Hand:

Damiel wrote:

Hand: Fire Lance, Hand Crossbow, Cure, Blessing of Erastil

Displayed: Alchemist's Kit
Deck: 11 Discard: 0 Buried: 0
Notes: Cure available for characters at my location to heal 1d4 + 1 cards. BoErastil Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon


Female Gnome Combat Paladin, Tier 6, Deck Handler

Raz will join Uliah at the Sea Fort.

I'd like an Armor and a blessing, please!

Raz wrote:

Hand (Size 4): Recruit, BotSamurai 2, Riding Horse 2, Lance + 1

Deck: 12 Discard: 0 Buried: 0
Notes: Feel free to use my blessing to add a die, botSamurai recharges on Melee/Ranged checks. If you run into a scary monster, just whistle and my steed will bring me there to fight for you.

Lance + 1:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally


1 person marked this as a favorite.

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.


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.


Lots of extra cards!

[u]Uliah[/u]

Crocodile Skin Helmet:

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

Blessing of Pharasma:

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

Fire Gecko:

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

[u]Alase[/u]

Crocodile Skin Lamellar:

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

Blessing of Ra:

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

Mad Dog Marrn:

Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to the Survival check of a character at your location. Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

[u]Damiel[/u]

Smoked Glass Goggles:

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

Blessing of Bastet:

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

Basif Iosep:

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

[u]Raz[/u]

Crocodile Skin Madu:

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

Blessing of Nethys:

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

Osirion Ancestor:

Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.


During This Adventure: The scourge die is 1d6.

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.

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.

Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage.

When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.

Turn: 1, Damiel/Tomehound

Scourge Table:

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

Random Cards:

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

Spoiler:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

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

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

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

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

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

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

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

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

Weapons
Spoiler:
Scimitar
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
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.

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

Spoiler:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Staff of Focus
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

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

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

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

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

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

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

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

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

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

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

Items
Spoiler:
Magic Carpet
Item 2
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

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

Spoiler:
Effigy of Maat
Item 2
Traits:
Trigger
Object
Magic
Maat To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

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

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

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

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

Spoiler:
Osirion Ancestor
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 30

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 8 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 10 /
Silver Crusade Favor
Favor 2
Traits:
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.
Spoiler:
Blessings Deck Card 11 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 15 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 19 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 23 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 29 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 30 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dilapidated Plaza Card 1:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Dilapidated Plaza Card 2:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

Dilapidated Plaza Card 3:
Ooze Falchion +1
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Dilapidated Plaza Card 4:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Dilapidated Plaza Card 5:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 6:
Immolate
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

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

Dilapidated Plaza Card 9:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Dilapidated Plaza Card 10:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Dye Market Card 2:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Dye Market Card 3:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Dye Market Card 4:
Flash Freeze
Item B
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Dye Market Card 5:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

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

Dye Market Card 7:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Dye Market Card 9:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Dye Market Card 10:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Tomehound, None

Alchemical Laboratory Card 1:
Disable Mechanism
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Alchemical Laboratory Card 2:
Apprentice
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Alchemical Laboratory Card 3:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Alchemical Laboratory Card 4:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

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

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

Alchemical Laboratory Card 7:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Alchemical Laboratory Card 8:
Mumia
Item 2
Traits:
Liquid
Alchemical
Mummy To Acquire:
Intelligence
Craft 8
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.

Alchemical Laboratory Card 9:
Augury
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Alchemical Laboratory Card 10:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Ruined Temple Card 1:
Sebti the Crocodile
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Ruined Temple Card 2:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Ruined Temple Card 3:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Ruined Temple Card 4:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Ruined Temple Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Ruined Temple Card 6:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Ruined Temple Card 7:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Ruined Temple Card 8:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ruined Temple Card 9:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

Ruined Temple Card 10:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, None

Ghoul Square Card 1:
Hepsushep
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.

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

Ghoul Square Card 3:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

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

Ghoul Square Card 5:
Ambush
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Ghoul Square Card 6:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Ghoul Square Card 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

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

Ghoul Square Card 9:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghoul Square Card 10:
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raz/eddiephlash, Uliah/Deni, None

Sea Fort Card 1:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Sea Fort Card 2:
Mumia Smugglers
Ally B
Traits:
Human
Rogue
Aspis
Hireling To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.

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

Sea Fort Card 4:
Mistmail
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Sea Fort Card 5:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Sea Fort Card 6:
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Sea Fort Card 7:
Devoted General
Villain 2
Type: Monster
Traits:
Trigger
Undead
Mummy
Fighter
To Defeat:
Combat 24
When you examine this card, summon and encounter the henchman Kor-Ahn-Tuk. If you defeat Kor-Ahn-Tuk, you may encounter this card.
The Devoted General is immune to the Mental and Poison traits.
If the check to defeat has the Acid trait, add 1d8.
If undefeated, bury all allies in your discard pile.

Sea Fort Card 8:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Sea Fort Card 9:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Sea Fort Card 10:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.


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.


who's turn is it btw?


Starting Location: Alchemical Laboratory

Start of Turn

Scenario Start-Of-Turn Damage: 1d4 ⇒ 2

Looks like I take 2 ranged combat damage. I'll discard my new Smoked Glass Goggles and Hand Crossbow and begin exploring

1st Exploration: Disable Mechanism (Spell 2)

Intelligence 10: 1d10 ⇒ 1

Oof. Looks like I missed. And how!

Disable Mechanism is Banished.

Discard Basif Iosep to explore again.

2nd Exploration: Apprentice (Ally 2)

Don't think the Soverign Court boon will help much, but we'll see...

Charisma 8: 2d4 ⇒ (4, 2) = 6

Eh. Why not? I'll recharge Blessing of Bastet to re-roll the d4 that rolled '2' - let's see if I'm lucky

d4 re-roll: 1d4 ⇒ 3

Ugh. So close. Oh well - Apprentice is Banished.

Cast Cure to heal discarded cards.

Cards Healed: 1d4 + 1 ⇒ (4) + 1 = 5

Sweet. All cured. And Cure auto-recharges because Damiel.

Restting Hand:

Damiel wrote:

Hand: Fire Lance, Alchemy Lab, Stone Skin, Smoked Glass Goggles, Blessing of Erastil,

Displayed: Alchemist's Kit,
Deck: 13 Discard: 0 Buried: 0
Notes: Sone Skin available for any character to reduce damage taken by 4 until the end of the turn. BoErastil Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon

@Maelwys - looks like I drew my Alchemy Lab - may I get a random item with the Alchemical trait from the box?


For Damiel:

Kohl of Uncanny Discernment :

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

Liberty's Edge

Alase - During Damiel's Turn
Display Tonbarse @ Ghoul Square

Arcane 8: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Recharge Good Omen

Display Bound Imp, Draw Blessing of Pharasma, Spyglass

Arcane 8: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Recharge Augury(Monster)
1: Hepsushep, Barrier 2
2: Bonecrusher Chieftain, Monster 2, Trigger - When you examine this card, encounter it and increase its difficulty to defeat by 3.
3: Kopis, Weapon B

Encounter Bonecrusher Chieftain, DC17
Tonbarse Combat 1d10+7, Auto Recharge Black Spot (Arcane 6 = 1d10+5) -3DC, Shuffle Blessing of Pharasma +2d10

Combat 14(17-3): 1d10 + 7 + 2d10 ⇒ (9) + 7 + (3, 1) = 20 - Defeated 2: Bonecrusher Chieftain

Arcane 8: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Recharge Bound Imp

Alase - 1/ Blessing of the Elements
Start of turn
Examine top card 1,3-10: 1d9 ⇒ 1. 1: Hepsushep, Barrier 2
Draw Tonbarse. Display Tonbarse
Scenario damage: 1d4 ⇒ 2

Free Explore = 1: Hepsushep, Barrier 2, Charisma 8
Charisma Charisma 8: 1d10 + 3 ⇒ (9) + 3 = 12 - defeated, examine the top 3 cards of your location and place them back in any order
top card 3-10: 1d8 + 2 ⇒ (3) + 2 = 5 - 5 Ambush
2nd card 3-4,6-10: 1d7 + 2 ⇒ (7) + 2 = 9 - 10 Scorpion Whip Weapon 1
3rd card 3-4,6-9: 1d6 + 2 ⇒ (5) + 2 = 7 - 8 Emperor Cobra
Rearrange - 5 Ambush, 8 Emperor Cobra, 10 Scorpion

Discard Mad Dog Marrn Explore = 5 Ambush, Perception 11(9+2)
Perception 1d8+2, Recharge Ruby of Charisma d8=>d10, Tonbarse Shuffle Blessing of Ra +1d10
Perception 11(9+2): 1d10 + 2 + 1d10 ⇒ (9) + 2 + (5) = 16 - Success. Banish 5 Ambush.
Free explore = 8 Emperor Cobra. Combat 8
Tonbarse Combat 1d10+7
Combat 14(17-3): 1d10 + 7 ⇒ (2) + 7 = 9 - Defeated 8 Emperor Cobra

End turn
Draw up Good Omen, Blessing of the Asmodeus, Eloquence, Haste

Summary
Ghoul Square - Shuffle location
Top Card 10 Scorpion Whip

Banished 1: Hepsushep, 2: Bonecrusher Chieftain, 5 Ambush, 8 Emperor Cobra
Acquired
Added

Alase wrote:

Hand: Sorrowsoul, Spyglass, Good Omen, Blessing of the Asmodeus, Eloquence, Haste,

Displayed: Tonbarse, , , , , ,
Deck: 13 Discard: 1 Buried: 0
"Notes: Good Omen +3 to acquire or close location. Use for any AD2 boon or a close check.
Blessing available"

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Female Gnome Combat Paladin, Tier 6, Deck Handler

Raz finds herself atop her mighty steed (pony) near the seaside fort. The elements are strong.

Start of turn: 1d4 ⇒ 1 Discard Ancestor and Recruit as ranged damage.

Explore Sea Fort 1: Tekenu. Undead, so recharge BotSamurai to evade.

Discard Blessing of Nethys to examine top 2 card 1: 1d10 ⇒ 4 Mistmail card 2: 1d10 ⇒ 2 Mumia Smugglers. Encounter Smugglers
Diplo 8: 1d10 + 2 + 1d8 ⇒ (9) + 2 + (1) = 12 Success!

Discard smugglers to encounter next card, Mistmail. Use diplomacy, and Alase's Good Omen
diplo 7: 1d10 + 2 + 3 ⇒ (4) + 2 + 3 = 9 Success!

End turn. Reset hand, recharging mistmail and drawing 1.

Raz wrote:

Hand (Size 4): Riding Horse 2, Lance + 1, Crocodile Skin Madu, Riding Horse 1

Deck: 13 Discard: 4 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Feel free to Bot this. I have 2 horsey's now, so my fight powers are even better, and remember you can discard the top of my deck to add another 1d6 if you think its needed.

Lance + 1:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally


Uliah feels the presence of Abadar as he walks around the sea fort.

1d4 ⇒ 3

two ranged combat damage, discard helmet and fire gecko, will work on getting armor back so can make the close check

for shuffling purposes
card 1 = 1, card 3=2, card 5=3, card 6=4, card 7=5, card 8=6, card 9=7, card 10=8

1d8 ⇒ 5

card 7

all of a sudden, the general jumps out and attacks! Sampson barks loudly and waits for his moment to bite, while Uliah says a prayer to Gorum and swings his dwarven longhammer at this undead monstrosity.

Villain fight:

Combat 18: 3d6 + 1d10 + 1d8 + 1d4 + 2 + 1 + 1 ⇒ (5, 1, 3) + (9) + (8) + (4) + 2 + 1 + 1 = 34

Rest of turn:
Uliah takes a deep breath in preparation for another swing when Sampson barks. Uliah looks over, and when he looks back, the dastardly villain is no where to be seen. Uliah knows there is nothing more to find in the sea fort. sea fort closes, villain runs away, Uliah ends turn.

Uliah wrote:

Hand: Blessing of the Gods, Retriever, Find Traps, Blessing of Pharasma, Dwarven Longhammer +1,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>

Liberty's Edge

Alase - out of turn

Arcane 8: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Discard Good omen

Do not temp close Ghoul Square

Alase wrote:

Hand: Sorrowsoul, Spyglass, , Blessing of the Asmodeus, Eloquence, Haste,

Displayed: Tonbarse, , , , , ,
Deck: 13 Discard: 2 Buried: 0
Notes:
Blessing available

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Damiel Temp Close Attempt

Craft 7: 1d10 + 3 ⇒ (6) + 3 = 9

Temp close attempt successful!

Out of Turn Hand Update:

Damiel wrote:

Hand: Fire Lance, Kohl of Uncanny Discernment, Stone Skin, Apprentice, Blessing of Erastil,

Displayed: Alchemist's Kit,
Deck: 14 Discard: 0 Buried: 1
Notes: Sone Skin available for any character to reduce damage taken by 4 until the end of the turn. BoErastil Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon


Since I temp closed Alchemical Laboratory, I'll proceed with my turn, just to keep things moving (and to capitalize on the temporary access to a computer that I'm enjoying right now)

Starting Location: Alchemical Laboratory

Start-Of-Turn Damage Roll: 1d4 ⇒ 2

Play Stone Skin to reduce damage to me until the end of the turn by 4.

1st Exploration: Malfunctioning Deathtrap (Barrier B)

Disable 5: 1d12 + 3 ⇒ (3) + 3 = 6

Malfunctioning Deathtrap is Banished.

Discard Apprentice (Ally 2) to explore again

2nd Exploration: The Second Law (Barrier 1)

The Second Law is defeated and displayed next to the scenario.

Sorry all - that sucks

Ending my turn there.

Hand Reset:

Damiel wrote:

Hand: Fire Lance, Corrosion, Kohl of Uncanny Discernment, Blessing of the Elements, Blessing of Erastil,

Displayed: Alchemist's Kit,
Deck: 13 Discard: 1 Buried: 1
Notes: Corrosion available - add 1D for any check vs. construct or undead, or to defeat a barrier. BoErastil Available. BoElements Avaliable.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon


During This Adventure: The scourge die is 1d6.

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.

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.

Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.

On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage.

When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.
Additional Rules:

The Second Law:

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

Voices of the Spire:

Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 6, Alase/MatsuKurisu
Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

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

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

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

Weapons
Spoiler:
Poisoned Sand Tube
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

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

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

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

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

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

Spoiler:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

Spoiler:
Magic Carpet
Item 2
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

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

Allies
Spoiler:
Druid of the Storm
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

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

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Dilapidated Plaza Card 1:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Dilapidated Plaza Card 2:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

Dilapidated Plaza Card 3:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

Dilapidated Plaza Card 4:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

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

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

Dilapidated Plaza Card 7:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

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

Dilapidated Plaza Card 9:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 10:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Dilapidated Plaza Card 11:
Immolate
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

Dye Market Card 2:
Devoted General
Villain 2
Type: Monster
Traits:
Trigger
Undead
Mummy
Fighter
To Defeat:
Combat 24
When you examine this card, summon and encounter the henchman Kor-Ahn-Tuk. If you defeat Kor-Ahn-Tuk, you may encounter this card.
The Devoted General is immune to the Mental and Poison traits.
If the check to defeat has the Acid trait, add 1d8.
If undefeated, bury all allies in your discard pile.

Dye Market Card 3:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Dye Market Card 4:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

Dye Market Card 5:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Dye Market Card 6:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Dye Market Card 7:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Dye Market Card 8:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Dye Market Card 9:
Mystic Silk Coat
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Dye Market Card 10:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Dye Market Card 11:
Flash Freeze
Item B
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/Tomehound, None

Alchemical Laboratory Card 1:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

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

Alchemical Laboratory Card 3:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Alchemical Laboratory Card 4:
Mumia
Item 2
Traits:
Liquid
Alchemical
Mummy To Acquire:
Intelligence
Craft 8
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.

Alchemical Laboratory Card 5:
Augury
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Alchemical Laboratory Card 6:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 4
Located/Displayed Here: Started with 2 Blessings

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

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

Ruined Temple Card 3:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Ruined Temple Card 4:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Ruined Temple Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Ruined Temple Card 6:
Sebti the Crocodile
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Ruined Temple Card 7:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

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

Ruined Temple Card 9:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ruined Temple Card 10:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Ruined Temple Card 11:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Alase/MatsuKurisu, None

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

Ghoul Square Card 2:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

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

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

Ghoul Square Card 5:
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Ghoul Square Card 6:
Black Echelon Operative
Henchman 2
Type: Monster
Traits:
Trigger
Undead
Veteran
To Defeat:
Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghoul Square Card 7:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/eddiephlash, Uliah/Deni, None

Liberty's Edge

Alase - Blessing of Abadar

Start of turn
Examine top card 1: Ghost Scorpion. TRIGGER.
1 Poison damage = Discard Haste
Combat 9. Tonbarse Combat 1d10+7
Combat 9: 1d10 + 7 ⇒ (4) + 7 = 11 - Defeated 1: Ghost Scorpion

Draw Tonbarse. Display Tonbarse
Scenario damage: 1d4 ⇒ 4 - No scenario damage

Discard Spyglass. Examine the top 2 cards of your location deck and put them back in any order.
2: Bone Lamellar Constitution 6
3: Blessing of the Ancients Divine 3

Display Eloquence - +3 Charisma

Free Explore = 2: Bone Lamellar. Bury Blessing of the Asmodeus + hand (Sorrowsoul) to auto succeed at a non combat check. Then draw up full hand
Acquired Bone Lamellar
Draw up Gambeson, Black Spot, Bound Imp, Blessing of Ra, Blessing of Iomedae

Display Bound Imp. Draw 2 (Blessing of Abadar, Blessing of Maat)

Recharge Blessing of Abadar explore = 3: Blessing of the Ancients, Divine 3
Divine 3: 1d4 ⇒ 1 - Banished

End turn
Draw up Crocodile Skin Lamellar

Arcane 8: 1d10 + 3 + 2 + 3 ⇒ (7) + 3 + 2 + 3 = 15 Recharge Black Imp
Arcane 8: 1d10 + 3 + 2 + 3 ⇒ (5) + 3 + 2 + 3 = 13 Recharge Eloquence

Examine top card 4: Filter Hood
Draw Tonbarse. Display Tonbarse 4: Filter Hood

Summary
Ghoul Square - Shuffle location
NO VILLAIN HERE
Examined Top Card = 4: Filter Hood
Banished 1: Ghost Scorpion, 3: Blessing of the Ancients
Acquired 2: Bone Lamellar
Added

Alase wrote:

Hand: Bone Lamellar, Black Spot, Blessing of Ra, Blessing of Iomedae, Crocodile Skin Lamellar, Blessing of Maat,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 8 Discard: 4 Buried: 2
"Notes: Black Spot +3 vs Monster.
Blessing available. Please don't use Maat unless it is vs Henchman, Villain or Close attempt"

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Female Gnome Combat Paladin, Tier 6, Deck Handler

Start of turn: 1d4 ⇒ 4 No Damage!

Raz heads to the Dye Market as Pharasma shines down on the adventurers.

Explore Dye Market card 1: Coffer Corpse. Reveal lance and Horse for first combat.
Combat 8: 2d8 + 3 + 1 + 1d8 + 1 ⇒ (8, 1) + 3 + 1 + (6) + 1 = 20 Auto Success!
Reveal Lance and discard top card:
Combat 10: 2d8 + 3 + 1 ⇒ (8, 5) + 3 + 1 = 17 Still Success!

Discard horse to explore card 2: Devoted General. Villain! Recharge Madu to evade.

End turn. Reset hand, drawing 2.

Raz wrote:

Hand (Size 4): Lance + 1, Riding Horse 1, Camel, Banner

Deck: 12 Discard: 5 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Feel free to Bot this. I have 2 horsey's now, so my fight powers are even better, and remember you can discard the top of my deck to add another 1d6 if you think its needed. Will Display Banner on next monster encounter to add 1 to all combat checks til somebody fails.

Lance + 1:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally


The elements swirl around Uliah....

1d4 ⇒ 4

...and bless him so the ranged combat happpening all around him misses him completely as he heads toward the dilapidated plaza.

"You know, someone really should renovate this plaza" he thinks to himself.

He begins to look around, when a small stone weasel approaches him.

Wisdom 6: 1d10 + 1d4 + 1 ⇒ (1) + (1) + 1 = 3 but Uliah is too busy stomping around grumbling about the state of the plaza to notice.

He says a short prayer in hopes of finding something useful to help against this neverending assualt. discard botg to explore again

At just that moment, a guardian scroll jumps out to attack him. Sampson darts in to bite at the monster, and Uliah swings his longhammer.

Combat 11: 1d6 + 1d10 + 1d4 + 2 + 1 + 1 ⇒ (2) + (5) + (1) + 2 + 1 + 1 = 12

The construct crumbles to dust.

Uliah says a prayer to Pharasma even though he knows this wasn't quite in her realm.... discard blessing of pharasma to explore again

he sees a suit he thinks would look good on his alchemist buddy, but he will have to put away his hammer to retrieve it. recharging longhammer for its power to add 1d8 to craft check

Craft 7: 1d4 + 1d8 ⇒ (4) + (7) = 11

He picks up the Alchemist suit. "You know, this plaza may not be half bad" he thinks to himself.

Uliah wrote:

Hand: Alchemist Suit, Retriever, Find Traps, Divine Favor, Blessing of Kols,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>


Starting Locatino: Alchemical Laboratory

Start-of-turn Roll: 1d4 ⇒ 4

No Damage! Wooo!

Start of Turn

Blessed by Thoth, Damiel digs through the oddities of someone else's Alchemical Laboratory

1st Exploration: Bonecrusher Hunter (Monster B)

Banish (recharge for Damiel) Fire Lance for the combat check...

Combat 11: 4d8 ⇒ (7, 6, 4, 7) = 24

Yeesh. Massive overkill

Bonecrusher Hunter is Banished.

Overkill Acid Damage: 1d4 ⇒ 1

Discarding Kohl of Uncanny Discernment to examine the top two cards of my location and put them back in any order.

Results:
Alchemical Lab #2 = Acid Flask
Alchemical Lab #3 = Antitoxin

Keeping those in the order I found 'em - Acid Flask is a handy card.

That being said, just in case we end up in position to finish this, I think I'll keep hold of my Blessing of the Elements for any Villain fighting / temp closes that may need it.

End of Turn

Hand Reset:

Damiel wrote:

Hand: Corrosion, Smoked Glass Goggles, Blessing of the Elements, Blessing of Pharasma, Blessing of Bastet,

Displayed: Alchemist's Kit,
Deck: 11 Discard: 3 Buried: 1
Notes: Corrosion available - add 1D for any check vs. construct or undead, or to defeat a barrier. BoElements Avaliable. BoPharasma Available. BoBastet Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon

Aaand I drew a silly number of Blessings. Well, please feel free - take whatever you need if it helps finish this before the scenario ends.

Liberty's Edge

Alase - 4 / Blessing of the Elements

Start of turn
Examine top card 4: Filter Hood
Draw Tonbarse. Display Tonbarse
Scenario damage: 1d4 ⇒ 2 - 2 scenario damage. Recharge Crocodile Skin Lamellar

Free Explore = 4: Filter Hood Constitution 4
Tonbarse Shuffle Blessing of Iomedae +1d6
Constitution 4: 1d6 + 1d6 ⇒ (5) + (3) = 8 - Acquired 4: Filter Hood

Discard Blessing of Ra Explore = 5: Scorpion Whip Strength 8
Strength 8: 1d6 ⇒ 2 - AUTO FAIL

End turn
Discard Filter Hood. Draw up Charm Monster, Blessing of Abadar, Ruby of Charisma

Examine top card 6: Black Echelon Operative. TRIGGER
Combat 15 (11+2*2)
Tonbarse Combat 1d10+7, Bury Charm Monster(Hyena, Monster B) -3DC Damiel - Tonbarse Shuffle Blessing of Pharasma +2d10
combat 12(15-3): 1d10 + 7 + 2d10 ⇒ (3) + 7 + (1, 7) = 18

Display Curse of the Ravenous to close Ghoul Square

Draw Tonbarse. Display Tonbarse @ Dilapidated Plaza
Any blessings played on checks by characters at Dilapidated Plaza are SHUFFLED into your deck

Summary
Ghoul Square = LOCATION CLOSED
Examined Top Card =
Banished 5: Scorpion Whip, 6: Black Echelon Operative
Acquired 4: Filter Hood
Added

Alase wrote:

Hand: Bone Lamellar, Black Spot, , Blessing of Abadar, Ruby of Charisma, Blessing of Maat,

Displayed: Tonbarse, Gambeson, Curse of the Ravenous, , , ,
Deck: 7 Discard: 6 Buried: 3
"Notes: Black Spot +3 vs Monster.
Blessing available. Please don't use Maat unless it is vs Henchman, Villain or Close attempt"

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Female Gnome Combat Paladin, Tier 6, Deck Handler

Start turn: 1d4 ⇒ 1 Discard Lance and Horse.

I would have displayed my Banner on one of the other companion's combats, so that is displayed, and everybody gets +1 to all combat checks .

Move to Dilapidated Plaza. Explore top card, 4: Stabbing Spear Staircase. Use Alase's Blessing of Abadar

Dex 8: 3d8 ⇒ (2, 5, 6) = 13 Defeated! Examine top card: Ooze Falchion +1 (Weapon 2). Banish and examine next card: Blessing of Horus

End turn, reset hand, drawing 3.

Raz wrote:

Hand (Size 4): Camel, Scale Mail, Kikko Armor, Shieldsplitter Lance

Displayed:
Banner:
When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Deck: 9 Discard: 7 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Feel free to Bot this.Remember you can discard the top of my deck to add another 1d6 if you think its needed. Banner adds 1 to all combat checks til somebody fails.
Shieldsplitter Lance:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If a monster has an effect that increases the difficulty of this check, ignore that effect. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally


Horus smiles down upon Uliah.
1d4 ⇒ 3
but he has been at the plaza for too long. Arrows rain down upon him striking the new suit he just picked up. He will need to pull those arrows out of it later.
recharge alchemist suit to reduce damage by 3

He feels divine favor on him as a few of his wounds close up. recharge divine favor to recharge random card from discard pile, it was blessing of gorum.

feeling just a mite bit better, he looks around and sees a symbol of horus. He knows this is meant to be.

Divine 6: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (3) + (4) + 3 + 1 + 1 = 12

recharge horus to explore again

A shock elemental is walking towards him, surely drawn by the light of horus so shining on Uliah. With a small prayer and Sampson at his side, plus Raz's banner, he punches the elemental.

Combat 9: 2d6 + 1d4 + 2 + 1 + 1 ⇒ (3, 4) + (2) + 2 + 1 + 1 = 13

The shock elemental dissipates. And Uliah sits down to pray to Horus once again. end turn

Uliah wrote:

Hand: Camel, Retriever, Find Traps, War Drum, Cure,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>


Female Gnome Combat Paladin, Tier 6, Deck Handler

I forgot to add in the Second Law check.
Second Law!: 1d6 ⇒ 1 13 is more than 1 greater than 8, so the law triggers and is banished. Discard top card: Scale Mail.
diplo 7 + 2*2 = 11: 1d10 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11 Perfect!
Uliah also needs to banish a card of fight the voices of the spire.

Re-updating end of turn/reset hand.

Raz wrote:

Hand (Size 4): Camel, Kikko Armor, Shieldsplitter Lance, BotSamurai 1

Displayed:
Banner:
When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Deck: 8 Discard: 8 Buried: 0
Notes: If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Feel free to Bot this.Remember you can discard the top of my deck to add another 1d6 if you think its needed. Banner adds 1 to all combat checks til somebody fails.
Shieldsplitter Lance:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If a monster has an effect that increases the difficulty of this check, ignore that effect. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally

Liberty's Edge

Alase - end of turn update

Curse of the ravenous: 1d4 ⇒ 4 - Bury Blessings (Blessing of Ra)
1 = Weapons & Spells
2 = items
3 = Allies
4 = Blessings

Liberty's Edge

Alase - Out of turn update

Shuffle Blessing of Abadar on Raz's check @ Dilapidated Plaza

Alase wrote:

Hand: Bone Lamellar, Black Spot, , , Ruby of Charisma, Blessing of Maat,

Displayed: Tonbarse, Gambeson, Curse of the Ravenous, , , ,
Deck: 8 Discard: 5 Buried: 4
"Notes: Black Spot +3 vs Monster.
Blessing available. Please don't use Maat unless it is vs Henchman, Villain or Close attempt"

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


So this banishment would have happened before my turn, which means I would have "banished" divine favor because it is a basic card and I can get it right back. Since I only recharged that to cure myself a card, it is an easy retcon


  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.


Reinforcements have arrived from another sector of the city!


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.

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: The scourge die is 1d6.

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.

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.

Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.

On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

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.

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/Displayed Here: None

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: 1 ?: 2
Located/Displayed Here: None

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
Located/Displayed Here: None

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
Located/Displayed Here: None

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
Located/Displayed Here: None

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 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/Displayed Here: None

Liberty's Edge

Alase - Starting

No card upgrades

Start @ Fog Bank
Display Tonbarse @ Fog Bank

Alase wrote:

Hand: Gambeson, Bound Imp, Blessing of Maat, Ruby of Charisma, Blessing of Iomedae, Augury,

Displayed: Tonbarse, , , , , ,
Deck: 11 Discard: 0 Buried: 0
"Notes: Black Spot +3 vs Monster.
Blessing available. Please don't use Maat unless it is vs Henchman, Villain or Close attempt"

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Starting Location: Tempest Cay

Starting Hand:

Damiel wrote:

Hand: Aklys, Hand Crossbow, Stone Skin, Blessing of the Elements, Blessing of Pharasma,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Stone Skin Available. BoElements Avaliable. BoPharasma Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon


I will start at the Fog Bank.

Also, downvote on all of these locations.

Uliah wrote:

Hand: Cold Iron Greatsword, Retriever, Blessing of the Gods, Mountain Dog, Spiked Plate,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>


Female Gnome Combat Paladin, Tier 6, Deck Handler

I can start at the Shipwreck Graveyard.

Raz wrote:

Hand (Size 4): Retriever, BotSamurai 2, Lance + 1, Camel

Deck: 12 Discard: 0 Buried: 0
Notes: Feel free to use blessing for any melee/ranged check. If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Feel free to Bot this. Remember you can discard the top of my deck to add another 1d6 if you think its needed.

Lance +1:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally

Liberty's Edge

Raz the Noble wrote:

I can start at the Shipwreck Graveyard.

Raz wrote:

Hand (Size 4): Retriever, BotSamurai 2, Lance + 1, Camel

Deck: 12 Discard: 0 Buried: 0
Notes: Feel free to use blessing for any melee/ranged check. If you run into a scary monster, just whistle and my steed will bring me there to fight for you. Feel free to Bot this. Remember you can discard the top of my deck to add another 1d6 if you think its needed. ** spoiler omitted **

** spoiler omitted **

Do you want to start at the fogbank then move to the graveyard?

Saves one start of turn check?


During This Adventure: The scourge die is 1d6.

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.

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.

Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.

On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

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.
Additional Rules:

Simplified Ship Rules:

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.

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.


Turn: 1, Uliah/Deni
Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

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

Spoiler:
Hepsushep
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.

Spoiler:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Holy Water Grenade
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

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

Allies
Spoiler:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.

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

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 30

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 2 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 4 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 6 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 10 /
Silver Crusade Favor
Favor 2
Traits:
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.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 12 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 18 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 24 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 30 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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/Displayed Here: Alase/MatsuKurisu, Uliah/Deni, None

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

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

Fog Bank Card 3:
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Fog Bank Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Fog Bank Card 5:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Fog Bank Card 6:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Fog Bank Card 7:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Fog Bank Card 8:
Shipwreck
Henchman 2
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
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.

Fog Bank Card 9:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

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

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: 1 ?: 2
Located/Displayed Here: None

Raker Shoals Card 1:
Soul Stimulant
Item 2
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
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.

Raker Shoals Card 2:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Raker Shoals Card 3:
Fireball Trap
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Raker Shoals Card 4:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

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

Raker Shoals Card 7:
Maddened Sea Serpent
Villain 2
Type: Monster
Traits:
Aquatic
Veteran
To Defeat:
Combat 14
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.

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

Raker Shoals Card 9:
Staff of Focus
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

Raker Shoals Card 10:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

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
Located/Displayed Here: Raz/eddiephlash, None

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

Shipwreck Graveyard Card 2:
Shipwreck
Henchman 2
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
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 3:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Shipwreck Graveyard Card 4:
Frost Sling +1
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

Shipwreck Graveyard Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

Shipwreck Graveyard Card 6:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Shipwreck Graveyard Card 7:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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

Shipwreck Graveyard Card 9:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Shipwreck Graveyard Card 10:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

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
Located/Displayed Here: Damiel/Tomehound, None

Tempest Cay Card 1:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
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.

Tempest Cay Card 2:
Osirion Ancestor
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Tempest Cay Card 3:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Tempest Cay Card 5:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

Tempest Cay Card 6:
Shipwreck
Henchman 2
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
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 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

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

Tempest Cay Card 9:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Tempest Cay Card 10:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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
Located/Displayed Here: None

Sharkskin Reef Card 1:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Sharkskin Reef Card 2:
Shipwreck
Henchman 2
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
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 3:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

Sharkskin Reef Card 4:
Ambush
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Sharkskin Reef Card 5:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Sharkskin Reef Card 6:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Sharkskin Reef Card 7:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Sharkskin Reef Card 8:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Sharkskin Reef Card 10:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

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 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/Displayed Here: None

Gozreh's Flow Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

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

Gozreh's Flow Card 3:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Gozreh's Flow Card 4:
Shipwreck
Henchman 2
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
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 5:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

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

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

Gozreh's Flow Card 8:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Gozreh's Flow Card 10:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.


Female Gnome Combat Paladin, Tier 6, Deck Handler
Alase - Summoner - Matsu Kurisu wrote:

...

Do you want to start at the fogbank then move to the graveyard?
Saves one start of turn check?

Yeah, that makes sense. I'll start at the fogbank instead.


Uliah feels the presence of the anciencts.

As he is making his way along the bank, he can barely see anything because of the fog. Which is why he practically trips over the scroll. He bends down to grab it and recognizes it as a cure scroll.

Divine6: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (5) + (4) + 3 + 1 + 1 = 14

Uliah says a quick blessing of thanks discard botg to explore again and notices another scroll right next to the last one. This time a scroll of find traps.

Divine: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (7) + (3) + 3 + 1 + 1 = 15

As he is reading the scrolls, Sampson barks. discard retriever to explore again It is a symbol of Ra.

Divine6: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (1) + (4) + 3 + 1 + 1 = 10

As he is praying to Ra, discard blessing of ra to explore again an Acid Mantis jumps out at him. Luckily Wilhelm, his mountain dog is by his side and jumps into the fray as well. He swings his cold iron greatsword and rams with his spiked plate for good measure

Combat9: 3d6 + 1d4 + 2 + 1 + 1 ⇒ (1, 1, 5) + (4) + 2 + 1 + 1 = 15

The mantis falls prone at Uliah's feet.

Uliah decides to use his newly aquired scroll to heal himself a bit.

1d4 + 1 ⇒ (2) + 1 = 3
Divine8: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (1) + (1) + 3 + 1 + 1 = 7
but apparently doesn't put the scroll back in his pack.
end turn, draw back up

Uliah wrote:

Hand: Cold Iron Greatsword, Find Traps, Blessing of Kols, Mountain Dog, Spiked Plate,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>


Starting Location: Tempest Cay

Start of Turn

Blessed by Horus, Damiel begins his campaign against nautical skeletons in the Tempest Cay

1st Exploration: Dry Quicksand

Uliah graciously uses his scroll of Find Traps

Dexterity 9: 3d12 + 2 ⇒ (1, 2, 7) + 2 = 12

Dry Quicksand is Banished.

Discard Blessing of the Elements to explore again

2nd Exploration: Osirion Ancestor

Charisma 8: 1d4 ⇒ 3

Auto Fail.
Osirion Ancestor is Banished.

Ending my turn so I have at least one blessing to help others

End of Turn

[/b]Summary[/b]:
Explored Tempest Cay #1
Used Uliah's Find Traps
Banished Tempest Cay #1
Explored Tempest Cay #2
Banished Tempest Cay #2

Reset Hand:

Damiel wrote:

Hand: Aklys, Hand Crossbow, Stone Skin, Alchemist's Fire, Blessing of Pharasma,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Stone Skin Available. BoPharasma Available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d12 [x]+1 [x]+2 []+3 []+4
Disable: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Craft: Intelligence +3
Wisdom d6 []+1 []+2
Perception: Wisdom +2
Charisma d4 []+1

Hand Size: 5 []6 []7
Proficient With Light Armors, Weapons
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait ([] or any 2 cards) to add your Intelligence skill to your Dexterity combat check ([x] or your Strength, Dexterity, or Constitution non-combat check).

Card List
Weapon 4 []5
Spell 3 []4
Armor 1 []2 []3
Item 4 [x]5 []6 []7
Ally - []1
Blessing 3 []4 []5

Favored Card Type: Weapon


out of hand update:
to recharge find traps

Divine8: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (10) + (1) + 3 + 1 + 1 = 16

updated hand:

Uliah wrote:

Hand: Cold Iron Greatsword, Spiked Plate, Blessing of Kols, Mountain Dog,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ] +3
Melee: Strength +2
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d10 [ X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the mount trait ([ ] or an ally) to add 1d4 ([X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([ ] or to a check by a character at your location) against a bane tht has the Undead trait.
<Power 4>
<Power 5>

Liberty's Edge

Alase - 2 / Blessing of Thoth

Start of turn
Draw Tonbarse. Display Tonbarse @ Gozreh's Flow

Move to Gozreh's Flow
Display Gambeson and Bound Imp (Draw Charm Monster, Eloquence)

Arcane 8: 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6 - Recharge Augury(Monster)

1: Bonecrusher Hyenamaster - Trigger - Combat 12 THEN Combat 12
2: Ubashki Swarm - Trigger, undead - Stealth 6 or Summon and encounter Combat 8 THEN Combat 8
3: Magnifying Glass, Item B

Trigger Combat 1 - Bonecrusher Hyenamaster - Trigger - Combat 12 THEN Combat 12
Tonbarse Combat 1d10+3+2+2, Display Eloquence +3
Combat 12: 1d10 + 3 + 2 + 2 + 3 ⇒ (9) + 3 + 2 + 2 + 3 = 19
THEN
Combat 12: 1d10 + 3 + 2 + 2 + 3 ⇒ (7) + 3 + 2 + 2 + 3 = 17 - 1: Bonecrusher Hyenamaster Banished

Ubashki Swarm - Stealth 6 - AUTOFAIL. Fight Ubashki Swarm SUMMON, Augury original to bottom of Deck
Tonbarse Combat 1d10+3+2+2, Display Eloquence +3
Combat 8: 1d10 + 3 + 2 + 2 + 3 ⇒ (5) + 3 + 2 + 2 + 3 = 15
THEN
Combat 8: 1d10 + 3 + 2 + 2 + 3 ⇒ (8) + 3 + 2 + 2 + 3 = 18 - Success

Free Explore = Top card 3-10: 1d8 + 2 ⇒ (2) + 2 = 4 - 4: Shipwreck, Henchman 2, Type: Barrier, Aquatic, Constitution 7(5+2)
Recharge Ruby of Charisma 1d10, Uliah's Blessing of Kols +1d10
Constitution 7: 1d10 + 1d10 ⇒ (9) + (1) = 10 - Success!
Henchman Defeated, add plunder 1-6: 1d6 ⇒ 3 Armor(Shield Cloak, Armor 1) to your hand

ATTEMPT to close - Survival 7, 1d8+2
Survival 7: 1d8 + 2 ⇒ (3) + 2 = 5- Recharge Maat +3 = 8
SUCCESS! Gozreh's Flow closed

End turn
Arcane 8: 1d10 + 3 + 2 + 3 ⇒ (5) + 3 + 2 + 3 = 13 - Recharge Bound Imp
Arcane 8: 1d10 + 3 + 2 + 3 ⇒ (8) + 3 + 2 + 3 = 16 - Recharge Eloquence

Draw up Sorrowsoul, Blessing of the Gods, Spyglass

Draw Tonbarse. Display Tonbarse @ Shipwreck Graveyard
Any blessings played on checks by characters at Shipwreck Graveyard are SHUFFLED into your deck

Summary
Gozreh's Flow = Closed
Examined BOTTOM Card = 2: Ubashki Swarm
Banished 1: Bonecrusher Hyenamaster, 4: Shipwreck
Acquired Shield Cloak from Random stack
Added

Alase wrote:

Hand: Charm Monster, Blessing of Iomedae, Shield Cloak, Sorrowsoul, Blessing of the Gods, Spyglass,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available. Charm Monster adds 3+AD of random monster to a check vs Monster

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ X][X] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.


Female Gnome Combat Paladin, Tier 6, Deck Handler

Start turn at fogbank. Blessing is Horus. Move to Shipwreck Graveyard.

Explore card 1: Wall Scythes. Discard top card: Naginata.
Dex 4: 1d8 + 1d6 ⇒ (8) + (6) = 14 Defeated

[ooc] Discard Retriever to Explore card 2: Shipwreck. Discard top card: Horse, so recharge. Also discard->Recharge blessing.
Con 5 + 2 = 7: 3d6 ⇒ (2, 4, 4) = 10 Defeated!

Plunder: 1d6 ⇒ 4 Item. Acquired Anubis Staff

Attempt to close.
Plunder: 1d6 ⇒ 3 Armor. Mystic Silk Coat. Attempt to acquire. Use Diplomacy and discard top card: Shieldsplitter Lance.
Diplo 8: 1d10 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9 Just barely! Closed!

Structure damage: 1d4 ⇒ 4 Ouch. I propose we each take 1 of the damage. Discard top card: Banner.

End turn. Reset hand, discarding staff, recharging coat, and drawing 2.

Raz wrote:

Hand (Size 4): Lance + 1, Camel, Warhorse, BotGods

Deck: 10 Discard: 4 Buried: 0
Notes: Feel free to use my blessing and use me for combat! I can discard my camel, warp to your location, and roll 3d8 + 5 Magic and Piercing damage.

Skills and Powers:
Skills:

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

Powers:
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
You may discard the top card of your deck to add 1d6 to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or armor, you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster, you may bury ( ☑ or discard )a card with the Mount trait to allow that character to evade the monster, you then move to that location and encounter it.

Favored Card: Ally

Liberty's Edge

Alase - out of turn

Discard Shield Cloak & Spyglass to contribute to the Shipyard Graveyard structural damage

Alase wrote:

Hand: Charm Monster, Blessing of Iomedae, , Sorrowsoul, Blessing of the Gods, ,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings available. Charm Monster adds 3+AD of random monster to a check vs Monster

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +3
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then ([X]you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][X][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ X][X] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +7 and the Melee trait.

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