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I will reveal zHelpful Haversack and Examine: Top card of my deck - Toxic Blunderbuss +1, I will discard zHelpful Haversack and put Toxic Blunderbuss +1 in my hand
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 21 - Blessings Deck Card # 21: Blessing of the Ancients
Give Card: None
Move: Stay at Pinnacle Atoll
Explore: Pinnacle Atoll - Admiral Arminus Pythareus (Villain 2)
Encounter Card Location Effect: 1d12 ⇒ 2 - No Effect
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Encounter Admiral Arminus Pythareus, summon and encounter a random ship: 1d10 ⇒ 3 - Sea Chanty
Encounter Card Location Effect: 1d12 ⇒ 5 - No Effect
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
I will use Wisdom and Meliski's Blessing of Blessing of Milani for 2 die.
Sea Chanty - Wisdom DC 6: 3d6 ⇒ (3, 4, 5) = 12 - Success
Random Plunder: 1d6 ⇒ 2 - Spell - Flames of the Faithful (Spell 1) is placed in my hand.
I will pause turn for temp closes.

Seelah - notshown |

Out of Turn plunder retcon
1d6 ⇒ 5 Ally
Random Ally 1:
Pahmet Clansman (Ally B )
The Pahmet Clansman would have been in my hand when it was recharged for closing; no changes to my current hand are necessary.

Maznar - PuntNScoop |

Out of turn temp close of Shipwreck Graveyard
Plunder roll: 1d6 ⇒ 3 Armor
Summon random Armor card 1 - Portable Sarcophagus Armor (P)
Recharge Pearl of Wisdom to roll d10 instead of normal die, discard Meliski's Blessing of Nethys, plus ally bonus.
Fortitude Check to acquire DC 6: 1d10 + 1d10 + 1d4 + 1 ⇒ (1) + (3) + (3) + 1 = 8 Shipwreck Graveyard is temporarily closed

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Resume Turn after Temporary Closes -
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: 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 The Third Law.
I will Display zFlames of the Faithful next to my deck. It will give me a +3 and Fire trait with my combat check with a weapon.
I will discard Emerald of Dexterity for 1 Ranged Combat damage before I act
For the 1st combat check I will reveal my Venomous Hand Crossbow +1 and Archer's Bracers.
Admiral Arminus Pythareus - Combat #1 DC 14: 1d10 + 1d6 + 12 ⇒ (5) + (1) + 12 = 18 - Success
For the 2nd combat check I will reveal my Toxic Blunderbuss +1 and Archer's Bracers. I will also bury my Venomous Hand Crossbow + 1 for 1d8.
Admiral Arminus Pythareus - Combat #2 DC 17: 2d10 + 1d8 + 12 ⇒ (1, 10) + (5) + 12 = 28 - Success
Toxic Blunderbuss +1 Missfire: 1d12 ⇒ 12 - Toxic Blunderbuss stays in Hand
I will discard Tooled Crocodile Skin for 1 Ranged Combat damaged after I act.
zFlames of the Faithful is Banished
Turn Over
Admiral Arminus Pythareus is Defeated and Scenario is Successful!!!!!!

BR skizzerz |

Development
You corner the Dreadnought and clamber aboard. There, after a deadly duel with Admiral Pythareus, you deal a killing blow that sends his bones and infamous crossbow skittering across the deck. The act sends a shuddering ripple of energy across the fleet, causing several ships to begin sinking and others to list dangerously in the water.
You’ve averted the worst of the Silent Tide, but there are rogue ships that could threaten the city’s docks. Until you hear the call to arms from your comrades fighting the demon-flesh army, set yourself to destroying the last of this navy. Each ship that returns to its watery grave is one fewer to terrorize the shore.
Reward
Each character may search his class deck box for a boon that has an adventure deck number less than or equal to his tier and draw it.
It has been clarified that this draw is in addition to your regular deck upgrade. I'll get the acquired card list up shortly but in the meantime just check my most recent update on the previous page, plus any new cards acquired since then.

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Turn Update
Pinnacle Atoll Closing
Pinnacle Atoll Closing Stash a Plunder Card: 1d6 ⇒ 2 - Spell - Mummify Self (Spell P)

ACG Overseer |
Pathfinders and Wave Riders board the last of the Silent Tide’s command ships. Only a moment later, the ship veers, crashes, and begins to sink, joining the Flotsam Graveyard’s wreckage.
The Sunken Ships condition is now in effect: For the rest of the adventure, add 1d6 to your checks against ships.

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Starting at Fringes of the Eye. Chose Item as favored Card for starting hand.
Hand: Blessing of Nethys,LimitedExplore, Lightning Bolt, Byzantine Lexicon, Binder's Tome, Blessing of the Spellbound
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Shield of Fire Resistance Ivory Dice Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Cure Life Drain Fire Snake Fly
Recharged:
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Seelah - notshown |

Starting at Scar Bay. Favored card is Weapon.
Hand: Blessing of the Gods, Kabuto Helmet, Cold Iron Longsword, Gem of Physical Prowess, Researcher, Blessing of the Samurai
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Use what you need, recharge when possible.
Blessing of the Gods, Blessing of the Samurai
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1, Cold Iron Mace +1, Naginata, Remove Curse, Champion's Do-Maru, Four-Mirror Armor, Banner, Riding Horse, Teamster, Blessing of Angradd
Recharged:
Discard Pile:
Buried Pile:

Maznar - PuntNScoop |

Starting at Fringes of the Eye
Hand: Frog, Blessing of Gorum, Cure, Quarterstaff, Blessing of Pharasma, Hide from Animals
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: Blessing of the Gods Blessing of Pharasma 2 Blessing of Milani Wolfhide Armor Frigid Blast FireBlade Pearl of Wisdom Dog Crow Blessing of Desna
Recharged:
Discard Pile:
Buried Pile:

ACG Overseer |
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
As if sensing a worthy rival, the statuesque Gulgamodh flares with angry light and roars “Gulgamodh stands ready,” before leaping Absalom’s walls and lumbering to stand beside the ones who hold its key: the Pathfinders. Who among you is prepared to guide Gulgamodh’s hand?
The Broken Horns condition is now in effect: Each character chooses a type of boon other than loot and draws a non-Basic card of that type from the box.

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Broken Horns - Harsk will choose Ally

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Starting Location - Fringes of the Eye
Hand: Snow Leopard, Surgeon, Deathbane Light Crossbow +1, Venomous Hand Crossbow + 1, Blessing of Milani
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Angradd Blessing of the Samurai (1) Blessing of the Samurai (2) Tooled Crocodile Skin Returning Throwing Axe +1 (2) Emerald of Dexterity Toxic Blunderbuss +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers
Recharged:
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

BR skizzerz |

Broken Horns cards
Meliski gets Chakram (Weapon B)
Seelah gets Blessing of Wadjet (Blessing B)
Harsk gets Osirion Ancestor (Ally B)
Still waiting on Maznar's choice (grab it from random card spoilers, just remember that you get a non-basic card so you may need to look at multiple spoilers to find one).

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
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.
Dark Archive Condition: For the rest of the adventure, 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.
Scarab Sages Condition: 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.
Sovereign Court Condition: 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.
Sunken Ships Condition: For the rest of the adventure, add 1d6 to your checks against ships.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Reinforcements
Reinforcements 2/5
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.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Blessing of Wadjet (Blessing B)
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.
Chakram (Weapon B)
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.
Osirion Ancestor (Ally B)
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.
Monster 1
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Monster 2
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.
Monster 3
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.
Monster 4
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Monster 5
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.
Barrier 1
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.
Barrier 2
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Axe Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon 2
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.
Weapon 3
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon 4
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
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.
Spell 1
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.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 5
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.
Armor 1
Armor 1
Traits: Clothing Light Armor Offhand Magic
To Acquire: Intelligence Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 3
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 4
Armor B
Traits: Light Armor 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.
Armor 5
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.
Item 1
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 2
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.
Item 3
Item B
Traits: Trigger Object Magic Horus
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 4
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item 5
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.
Ally 1
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 2
Ally 2
Traits: Half-Elf Shopkeeper Aspis
To Acquire: Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 3
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 4
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 5
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Blessing 1
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.
Blessing 2
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: 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.
Blessing 5
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.
Turn: 1 Harsk/TheGreatNateO
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 30
Blessings Deck Card 2 - Turn 2 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 4 - Turn 4 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Seelah/Andrew Valentin
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 7 - Turn 7 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 8 - Turn 8 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 9 - Turn 9 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Seelah/Andrew Valentin
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Maznar/PuntNScoop
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Harsk/TheGreatNateO
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.
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
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.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
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.
Blessings Deck Card 26 - Turn 26 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
Fog Bank
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
Barrier 1
Traits: Obstacle Trap Basic
To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
Monster 2
Traits: Trigger Gnoll 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.
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.
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.
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.
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.
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.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Maznar/PuntNScoop, Meliski/Zalarian
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.
Monster 2
Traits: Ooze Electricity Elite
To Defeat: Combat 12
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Ally B
Traits: Dwarf
To Acquire: Craft Charisma Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Monster B
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seelah/Andrew Valentin
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.
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Raker Shoals
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
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.
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.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Spell 2
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
Shipwreck Graveyard
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Monster 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.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 1 - Top of Blessings Discards Deck: Blessing of the Ancients
Give Card: None
Move: Stay at Fringes of the Eye
Explore: Fringes of the Eye Card 1 - Blessing of Bastet
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
I will use Maznar power for 1d4.
Acquire Blessing of Bastet - Divine DC 6: 2d4 ⇒ (2, 4) = 6 - Acquired
I will discard Blessing of Bastet to Discard this card to Examine: Fringes of the Eye Card 2 - Brain Ooze (Monster 2), it is a Bane and I must encounter it.
Monster 2
Traits: Ooze Electricity Elite
To Defeat: Combat 12
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.
I draw Random Monster Card 1 - Vanth (Monster 2), Combat is now 14
I will use my Deathbane Light Crossbow +1 and Maznar power for 1d4.
Brain Ooze - Combat DC 14: 1d10 + 1d8 + 1d4 + 6 ⇒ (2) + (3) + (4) + 6 = 15 - Success
I will discard my Snow Leopard to Explore: Fringes of the Eye Card 3 - Tomb Raider (Ally B)
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.
I will use Charisma and Maznar power for 1d4 for Acquire
Acquire Tomb Raider - Charisma DC 4: 2d4 + 1d8 ⇒ (2, 2) + (8) = 12 - Acquired
I will discard Tomb Raider to Explore: Fringes of the Eye Card 4 - Camouflaged Pit Trap
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
I will Discard Blessing of Milani and use Maznar power for 1d4 for Dexterity check.
Camouflaged Pit Trap - Dexterity DC 10: 3d10 + 1d4 + 2 ⇒ (8, 3, 8) + (2) + 2 = 23 - Success
Because of defeating Camouflage Pit Trap I will Explore: Fringes of the Eye Card 5 - The Evil Eye (Barrier B)
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
I will auto fail DC 13 check to defeat, I will suffer a scourge and The Evil Eye is banished.
Random Scourge: 1d6 ⇒ 4 - Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
I will Display: zOsirion Ancestor, I will end my turn and reset my hand to 5.
Hand: Blessing of the Samurai (2), Surgeon, Deathbane Light Crossbow +1, Venomous Hand Crossbow + 1, Tooled Crocodile Skin
Displayed: zOsirion Ancestor
Deck: 9 Discard: 4 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Venomous Hand Crossbow + 1, Surgeon, Blessing of the Samurai (2)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Angradd Blessing of the Samurai (1) Returning Throwing Axe +1 (2) Emerald of Dexterity Toxic Blunderbuss +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers
Recharged:
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
"Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card."

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 2 - Blessing of Nethys
At the Start of my turn, I examine the top card of my location deck.
Scar Bay Card 1: Hand of the Guilty Man (Item 2). It is a boon, so it goes to the bottom of the deck.
Give Card: None
Move: Stay at Scar Bay
Explore: Scar Bay Card 2: Potion of Healing (Item B)
I reveal Blessing of Wadjet add 1d4
Intelligence 6: 1d6 + 1d4 ⇒ (5) + (3) = 8 Acquired!
I discard Researcher to explore again. Scar Bay Card 3: Guardian Scroll (Monster 1)
Strength Melee 1d10+3
Cold Iron Longsword 1d8
Combat 11: 1d10 + 3 + 1d8 ⇒ (5) + 3 + (6) = 14 Victory!
I treat Blessing of the Gods as the top card of the Blessings discard pile (Blessing of Nethys). "Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location."
Scar Bay Card 4: Embalmer
Scar Bay Card 5: Acid Mantis.
Acid Mantis has a Trigger; I take 1d4 ⇒ 2 Acid damage, then encounter the card.
I reveal Kabuto Helmet to reduce the damage by 1, then discard Gem of Physical Prowess for damage.
Strength Melee 1d10+3
Cold Iron Longsword 1d8
Combat 9: 1d10 + 3 + 1d8 ⇒ (10) + 3 + (4) = 17 Victory!
Per Blessing of Nethys, I explore Scar Bay Card 4: Embalmer (Ally B)
I auto-succeed at acquiring the Embalmer (Diplomacy 5; Diplomacy 1d8+3, Reveal Kabuto Helmet and Blessing of Wadjet for 2d4, Soverign Court for 1d8).
I reset my hand and end my turn.
Hand: Kabuto Helmet, Cold Iron Longsword, Blessing of the Samurai, zBlessing of Wadjet, zEmbalmer, Blessing of Angradd
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Use what you need, recharge when possible.
Blessing of Angradd, Blessing of the Samurai, zBlessing of Wadjet
Be sure to confirm before using card zBlessing of Wadjet and beyond
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1 Cold Iron Mace +1 Naginata Remove Curse Champion's Do-Maru Four-Mirror Armor Banner Riding Horse Teamster
Recharged:
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 3 Blessing of the Elements
Give Card:None
Move: Stay at Fringes of the Eye
Meliski looks at his cousin who is looking pale and not himself. Since he didn't scout ahead, Meliski cautiously searches around the area.
Will use power to explore bottom card. Fringes of the Eye Card 10: Void Glyph. Will reveal tome and use Maznar's critter. Will recharge Chakram to reroll d4.
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Arcane Check DC 6+(2*2)+3=13: 1d10 + 1d4 + 1d4 + 3 ⇒ (5) + (1) + (3) + 3 = 12
Arcane Check DC 6+(2*2)+3=13 Reroll: 11 + 1d4 ⇒ 11 + (2) = 13 Success
Will reshuffle deck after explore with power. Will discard Blessing of Nethys and examine top 2 cards
top card random: 1d4 + 5 ⇒ (1) + 5 = 6 Fringes of the Eye Card 6: Dry Quicksand
2nd card random skip over prior: 1d3 + 5 ⇒ (3) + 5 = 8 Fringes of the Eye Card 9: Blessing of the Elements
"Quicksand..I see why to be cautious Cuz! Hey Maznar, want to deal with this?..or if you want to go somewhere else and I explore around it then be my guest."
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Will put Blessing on Top and Encounter blessing revealing tome and using Maznar's critter.
Charisma Check DC 6: 1d10 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (1) + (1) = 10 Acquired
Card 6 is now on top and Cards 7 and 8 are shuffled. Ally, QuickSand and Henchman/Villain remain
Reveal Lexicon for hand size 6, reset hand and end turn
Hand: Life Drain, Lightning Bolt, Byzantine Lexicon, Binder's Tome, Blessing of the Spellbound, Blessing of the Elements
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Shield of Fire Resistance Ivory Dice Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Cure Fire Snake Fly
Recharged: Chakram
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Maznar - PuntNScoop |
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Broken horns - Blessing of Nesyth added to hand
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 4 Blessings Deck Card 4/ Blessing of the Ancients
Give Card:None
Move: Fringes -> Scar Bay
Free explore Scar Bay Card 6 - Wall Scythes Barrier
Discard Blessing of Gorum for +1 die
Dexterity Check DC 4: 1d4 + 1d4 + 1d4 + 0 ⇒ (3) + (2) + (4) + 0 = 9 Defeated trap
Discard Blessing of Nethys to examine top 2 cards, replace in any order, then explore
Scar Bay Card 7 - Ancient Mariner (Henchman)
Scar Bay Card 8 - Shock Toad
"Seelah! I've found a serious threat that must be dealt with to further our noble cause! Have no fear, I will handle it! While I'm at it, you take on that wet mummy."
Reverse order of cards and explore Scar Bay Card 8 - Shock Toad
Dark Archive condition: recharge Hide from Animals to avoid the BYA damage
Reveal Quarterstaff to bludgeon this toad (STR +1d6) and use Ally Power +1d4
Combat (Strength) Check DC 6: 1d8 + 1d6 + 1d4 + 0 ⇒ (5) + (3) + (4) + 0 = 12 Toad bludgeoned!
Reset hand and end turn
Hand: Frog, Blessing of Milani, Cure, Quarterstaff, Blessing of Pharasma, Wolfhide Armor
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings available and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: Blessing of the Gods Blessing of Pharasma 2 Frigid Blast FireBlade Pearl of Wisdom Dog Crow
Recharged: Hide from Animals
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 5 - Top of Blessings Discards Deck: Blessing of the Ancients
Give Card: None
Move: Fringes of the Eye Card -> Scar Bay
Explore:Blessing is Basic can not Explore because of curse
I will Reveal Surgeon to and shuffle Random Discard in to my hand - Blessing of Milani. Surgeon is Recharged.
I will end my turn and rest my hand to 5, while I do my reset I will recharge Tooled Crocodile Skin
"Ok Cuz sorry, I have to head out from here I am not feeling right and I heard that Maznar found a threat so evil that we all must take arms against it NOW!!!." So after being cursed and felling down I run over to Scar Bay. I see that indeed that Maznar did us a great favor in dispatching that vicious monster. "Kazha! Maznar you are our hero!" But that run out to here left me tired and unable to look around (note to self work on cardio). I have my Surgeon look at me and have her run and get Meliski. I believe he may be able to help remove this curse. Knowing that there is more evil out there like the one Maznar defeated, I will need to make sure that my Cuz had a good weapon to attack this evilness head on!
Hand: Blessing of the Samurai (2), Returning Throwing Axe +1 (1), Deathbane Light Crossbow +1, Venomous Hand Crossbow + 1, Toxic Blunderbuss +1
Displayed: zOsirion Ancestor
Deck: 10 Discard: 3 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Venomous Hand Crossbow + 1, Returning Throwing Axe +1 (1), Blessing of the Samurai (2)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Milani Blessing of Angradd Blessing of the Samurai (1) Returning Throwing Axe +1 (2) Emerald of Dexterity Masterwork Tools Archer's Bracers
Recharged: Surgeon, Tooled Crocodile Skin
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 6 - Blessing of Wadjet
Give Card: None
Move: Scar Bay -> Fog Bank
Explore: Fog Bank Card 1: Acid Jet (Spell B)
I reveal Blessing of Wadjet to add 1d4
Wisdom Divine 6: 1d8 + 1 + 1d4 ⇒ (6) + 1 + (3) = 10 Acquired!
I discard Blessing of Wadjet to examine the top card. Fog Bank card 2: The Second Law is triggered, encountered, and displayed next to the scenario.
Fog Bank is shuffled. #sorrynotsorry
Bo Wadjet allows me explore after examine.
Random Fog Bank card: 1d8 + 2 ⇒ (5) + 2 = 7 Fireball Trap (Barrier 2)
I discard Blessing of Angradd to add 2 dice.
Constitution 6: 1d6 + 2d6 ⇒ (2) + (1, 5) = 8 Success!
The Second Law: 1d6 ⇒ 2 Exactly. I summon and encounter Voices of the Spire.
I discard Meliski's Blessing of the Spellbound to add 1 die
Diplomacy 11: 1d8 + 3 + 1d4 + 1d8 ⇒ (3) + 3 + (4) + (8) = 18 Success! Voices of the Spire and The Second Law are banished.
Playing Bo Wadjet under the auspices of Bo Wadjet allows me to draw a card: Cold Iron Mace +1.
I discard Embalmer to explore again.
1d7 + 2 ⇒ (4) + 2 = 6 Fog Bank Card 6: Blessing of Bastet.
Divine 6: 1d8 + 1 ⇒ (5) + 1 = 6 Acquired!
I reset my hand and end my turn.
“Wet mummy?” Seelah muses. “Sounds like dwarf work to me.” Seelah disappears into the Fog Bank and raises quite a ruckus. Too bad no one else can see what’s going on in there..
Hand: Kabuto Helmet, Cold Iron Longsword, Blessing of the Samurai, Cold Iron Mace +1, zBlessing of Bastet, Remove Curse
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Use what you need, recharge when possible.
Blessing of the Samurai, Remove Curse, zBlessing of Bastet
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1 Naginata Champion's Do-Maru Four-Mirror Armor Banner Riding Horse Teamster
Recharged:
Discard Pile:
Buried Pile:

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
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.
Dark Archive Condition: For the rest of the adventure, 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.
Scarab Sages Condition: 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.
Sovereign Court Condition: 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.
Sunken Ships Condition: For the rest of the adventure, add 1d6 to your checks against ships.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Displayed by Harsk: Curse of Daybane (see Scourges spoiler for text)
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Reinforcements
Reinforcements 2/5
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.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Acid Jet (Spell B)
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.
Blessing of Bastet (Blessing B) x2
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.
Blessing of Nethys (Blessing B)
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.
Blessing of the Elements (Blessing B)
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Wadjet (Blessing B)
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.
Chakram (Weapon B)
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.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Osirion Ancestor (Ally B)
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.
Potion of Healing (Acquired)
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Tomb Raider (Ally B)
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
Monster B
Traits: 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.
Monster 2
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.
Monster 3
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Monster 4
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.
Barrier 1
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.
Barrier 2
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Axe Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon 2
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.
Weapon 3
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon 4
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
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.
Spell 1
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.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 5
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.
Armor 1
Armor 1
Traits: Clothing Light Armor Offhand Magic
To Acquire: Intelligence Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 3
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 4
Armor B
Traits: Light Armor 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.
Armor 5
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.
Item 1
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 2
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.
Item 3
Item B
Traits: Trigger Object Magic Horus
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 4
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item 5
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.
Ally 1
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 2
Ally 2
Traits: Half-Elf Shopkeeper Aspis
To Acquire: Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 3
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 4
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 5
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Blessing 1
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine 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.
Blessing 4
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.
Turn: 7 Meliski/Zalarian
Top of Blessing Discard Pile:
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 24
Blessings Deck Card 8 - Turn 8 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 9 - Turn 9 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Seelah/Andrew Valentin
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Maznar/PuntNScoop
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Harsk/TheGreatNateO
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.
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
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.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
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.
Blessings Deck Card 26 - Turn 26 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
Fog Bank
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seelah/Andrew Valentin
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
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.
Monster 2
Traits: Trigger Gnoll 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.
Barrier 1
Traits: Obstacle Trap Basic
To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Ally B
Traits: Dwarf
To Acquire: Craft Charisma Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Monster B
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Maznar/PuntNScoop
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
Raker Shoals
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
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.
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.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Spell 2
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
Shipwreck Graveyard
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Monster 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.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 7 Blessing of the Elements
Give Card:None
Move: Fringes of the Eye -> Scar Bay
Use power to explore bottom card. Scar Bay Card 4 (Hand of the Guilty Man). Reveal tome and use Maznar's critter.
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.
Divine Check DC 7: 1d10 + 3 + 1d4 + 1d4 ⇒ (10) + 3 + (3) + (1) = 17 Acquired
Will bury card to remove curse on Harsk and then attempt recharge.
Divine Check DC 8: 1d10 + 3 + 1d4 + 1d4 ⇒ (9) + 3 + (1) + (4) = 17 Hand is recharged
Curse of Daybane on Harsk is banished!
Discard Blessing of the Ancients to explore. Scar Bay Card 1 (The Ancient Mariner). First need to encounter ship
Random Ship: 1d10 ⇒ 4
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Will use disable, Sunken ships condition, and critter for check
Disable Check DC 8: 1d6 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (5) + (4) = 15 Ship defeated
Plunder Roll: 1d6 ⇒ 4 Item - Helpful Haversack
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Will use Lightning Bolt and Maznar's Critter for Mariner. Recharging Helpful Haversack for reroll of d10
Lightning Bolt Spell DC 15: 3d6 + 1d10 + 3 + 1d4 ⇒ (1, 5, 3) + (10) + 3 + (2) = 24 Mariner is defeated
Recharge Lightning Bolt DC 10: 1d10 + 1d4 + 1d4 + 3 ⇒ (1) + (2) + (3) + 3 = 9
Recharge Lightning Bolt DC 10 REROLL: 1d10 + 8 ⇒ (5) + 8 = 13 Spell is Recharged
Reveal tome and Maznar's critter to close Scar Bay
Divine Check DC 8: 1d10 + 3 + 1d4 + 1d4 ⇒ (8) + 3 + (3) + (2) = 16 Scar Bay is Closed
Reveal Lexicon for hand size 6, Reset Hand and end turn
Hand: Life Drain, Cleric of Nethys,LimitedExplore, Byzantine Lexicon, Binder's Tome, Fox, Fire Snake
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Shield of Fire Resistance Ivory Dice Bound Lantern Archon Cure Fly
Recharged: Chakram, Hand of the Guilty Man, Helpful Haversack, Lightning Bolt
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Maznar - PuntNScoop |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 8 Blessings Deck Card 8/ Blessing of the Elements
Give Card:None
Move: Scar Bay -> Shipwreck Graveyard
Free explore Shipwreck Graveyard Card 1 - Kohl of Uncanny Discernment - Item (B)
Intelligence Check DC 6: 1d6 + 1d4 + 0 ⇒ (4) + (2) + 0 = 6 Acquired!
Discard Kohl of Uncanny Discernment to examine next two cards.
Shipwreck card 2 - Mistmail - Armor(2)
Shipwreck card 3 - Locate Object - Spell(1)
Return in reversed order
Discard Blessing of Pharasma to explore next card (3) - Locate Object
Divine Check DC 6: 1d10 + 1d4 + 4 ⇒ (7) + (1) + 4 = 12 Acquired!
Discard Locate Object to explore location deck to find boon. Next card (2) is Mistmail - Armor(2) and I encounter it.
Shipwreck Graveyard location deck is shuffled (cards 4-10)
Discard Blessing of Milani for +1d8 and use Ally power as always.
Fortitude Check DC 7: 1d8 + 1d8 + 1d4 + 1 ⇒ (3) + (7) + (4) + 1 = 15 Acquired!
Recharge Locate Object - Divine Check DC 8: 1d10 + 1d4 + 4 ⇒ (2) + (1) + 4 = 7 Failure!
Reset hand and end turn
Hand: Frog, Frigid Blast, Cure, Quarterstaff, zMistmail, Wolfhide Armor
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: Blessing of the Gods Blessing of Pharasma 2 FireBlade Pearl of Wisdom Dog Crow
Recharged: Hide from Animals
Discard Pile:
Buried Pile:

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Update to prior turn. Since one monster remains, Meliski is dealt 1 combat damage. Rather than recharging Haversack to succeed at Lightning Bolt spell, will discard haversack instead which means Lightning Bolt is discarded as well
Hand: Life Drain, Cleric of Nethys,LimitedExplore, Byzantine Lexicon, Binder's Tome, Fox, Fire Snake
Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Shield of Fire Resistance Ivory Dice Bound Lantern Archon Cure Fly
Recharged: Chakram, Hand of the Guilty Man
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 9 - Top of Blessings Discards Deck: Blessing of the Ancients
Give Card: Toxic Blunderbuss +1 -> Meliski
Move: Scar Bay -> Pinnacle Atoll
Explore: Pinnacle Atoll Card 1 - Mummified Cat (Item 1)
Encounter Card Location Effect: 1d12 ⇒ 12 - No Effect
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.
Acquire Mummified Cat - Survival DC 6: 1d6 + 1 ⇒ (5) + 1 = 6 - Acquired
I will recharge zOsirion Ancestor to Examine: Pinnacle Atoll Card 2 - Trapped Locker (Barrier B)
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.
I will put Trapped Locker at the bottom of the location deck.
I will recharge zMummified Cat to Examine: Pinnacle Atoll Card 3 - Blasphemous Priest (Monster B), Because this has the Undead trait I will Encounter it.
Encounter Card Location Effect: 1d12 ⇒ 8 - No Effect
"Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4. "
I will reveal my Deathbane Light Crossbow +1 for Combat.
Blasphemous Priest - Combat 10: 1d10 + 2d8 + 6 ⇒ (1) + (3, 6) + 6 = 16 - Success
I will use my power to Examine: Pinnacle Atoll Card 4 - Ubashki (Ally B)
I will end my turn and reset my hand to 5
Hand: Blessing of the Samurai (2), Returning Throwing Axe +1 (1), Deathbane Light Crossbow +1, Venomous Hand Crossbow + 1, Archer's Bracers
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: 2 Cards are availbe for Combat support (1d4+1). Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Blessing of the Samurai (2)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Milani Blessing of Angradd Blessing of the Samurai (1) Returning Throwing Axe +1 (2) Emerald of Dexterity Masterwork Tools
Recharged: Surgeon, Tooled Crocodile Skin, zOsirion Ancestor, zMummified Cat
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 10 - Blessing of Ra
At the start of my turn, I examine the top card of the location deck. Fog Bank Card 1: Admiral Arminus Pythareus (Villain 2)
Fog Bank is shuffled. #BlameTheGameNotThePlayer
Give Card: None
Move: Fog Bank -> Shipwreck Graveyard
Explore: Shipwreck Graveyard
Random Shipwreck Graveyard Card: 1d7 + 3 ⇒ (7) + 3 = 10 Ghoul (Monster 1)
Strength 1d10+3
Cold Iron Mace +1 1d8+1
Maznar's Frog 1d4
Combat 11: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (8) + 3 + (8) + 1 + (4) = 24 Victory!
I discard Blessing of Bastet to examine the top card of the location deck.
Random Shipwreck Graveyard Card: 1d6 + 3 ⇒ (6) + 3 = 9 Guardian Scroll (Monster 1). It is a Bane, so I must encounter it.
Strength 1d10+3
Cold Iron Longsword1d8
Maznar's Frog 1d4
Combat 11: 1d10 + 3 + 1d8 + 1d4 ⇒ (4) + 3 + (6) + (1) = 14 Victory!
I reset my hand and end my turn.
Fog Bank is shuffled, and the villain is there.
Cards 4-8 remain in the Shipwreck Graveyard, and they are shuffled.
Seelah peers through the fog and spots the unmistakable regalia of an ancient admiral. “I thought we killed that guy,” she mutters to herself. Then the mist obscures her vision, and the adversary is lost. Still, knowing where he is half the battle, as her mentor Duke Hauser used to say, so she satisfies herself with that and moves on to tell her dwarven companions.
The paladin emerges from the murky fog into the Shipwreck graveyard and meets with Maznar, who had taken some time to apply eye makeup in the local style (look up kohl) and was appraising an oversized (for a dwarf) shimmering suit of mail. “Who’s the groom?” she askes with a half-smile.
Before he could answer, an emaciated corpse bursts from the water and launches itself at Seelah. Maznar’s frog heroically leaps from the druid’s shoulder and plops its fat body right on the ghoul’s face. The unexpected attack causes the ghoul to hesitate, giving the paladin time to swing her mace around for an unlife-ending attack.
“Pretty handy little guy,” Seelah admits, looking around. “How well will he do against one of those?” She points at a flying scroll, a seemingly ubiquitous survivor from an ancient mage’s traveling library. The papyrus is old and wet, and practically disintegrates when the paladin puts her longsword to work.
“Almost done here? Or are you hoping to find shoes to match the dress?”
Hand: Kabuto Helmet, Cold Iron Longsword, Blessing of the Samurai, Cold Iron Mace +1, Remove Curse, Banner
Displayed:
Deck: 7 Discard: 9 Buried: 0
"Notes: Use what you need, recharge when possible.
The Banner is in play!"
Blessing of the Samurai, Remove Curse
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1 Naginata Champion's Do-Maru Four-Mirror Armor Riding Horse Teamster
Recharged:
Discard Pile:
Buried Pile:

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
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.
Dark Archive Condition: For the rest of the adventure, 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.
Scarab Sages Condition: 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.
Sovereign Court Condition: 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.
Sunken Ships Condition: For the rest of the adventure, add 1d6 to your checks against ships.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Displayed by Harsk: Curse of Daybane (see Scourges spoiler for text)
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Reinforcements
Reinforcements 2/5
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.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Acid Jet (Spell B)
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.
Blessing of Bastet (Blessing B) x2
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.
Blessing of Nethys (Blessing B)
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.
Blessing of the Elements (Blessing B)
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Wadjet (Blessing B)
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.
Chakram (Weapon B)
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.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Hand of the Guilty Man (Item 2)
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.
Helpful Haversack (Item 1)
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Kohl of Uncanny Discernment (Item B)
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Locate Object (Spell 1)
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Mistmail (Armor 2)
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.
Mummified Cat (Item 1)
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.
Osirion Ancestor (Ally B)
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.
Potion of Healing (Acquired)
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Tomb Raider (Ally B)
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Monster 1
Monster B
Traits: 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.
Monster 2
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.
Monster 3
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Monster 4
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.
Barrier 1
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.
Barrier 2
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier 3
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.
Barrier 4
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.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Axe Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon 2
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.
Weapon 3
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon 4
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
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.
Spell 1
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.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 5
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.
Armor 1
Armor 1
Traits: Clothing Light Armor Offhand Magic
To Acquire: Intelligence Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 3
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 4
Armor B
Traits: Light Armor 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.
Armor 5
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.
Item 1
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.
Item 2
Item B
Traits: Trigger Object Magic Horus
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 3
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item 4
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally 1
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 2
Ally 2
Traits: Half-Elf Shopkeeper Aspis
To Acquire: Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 3
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 4
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally 5
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.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Blessing 1
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine 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.
Blessing 4
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.
Turn: 11 Meliski/Zalarian
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 20
Blessings Deck Card 12 - Turn 12 Maznar/PuntNScoop
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Harsk/TheGreatNateO
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.
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
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.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
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.
Blessings Deck Card 26 - Turn 26 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
Fog Bank
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier 1
Traits: Obstacle Trap Basic
To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
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.
Monster 2
Traits: Trigger Gnoll 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.
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.
Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Ally B
Traits: Dwarf
To Acquire: Craft Charisma Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Monster B
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian
Raker Shoals
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
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.
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.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Spell 2
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
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.
Shipwreck Graveyard
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/PuntNScoop, Seelah/Andrew Valentin
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
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.
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.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 11 Blessing of the Ancients
Give Card:None
Move: Scar Bay -> Fringes of the Eye
Use power to explore bottom card. Fringes of the Eye Card 3: Scurvy Zombie
Random Ship: 1d10 ⇒ 4
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Will use Disable and Sunken Ships
Wisdom Check DC 6: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10 Success
Plunder Acquired: 1d6 ⇒ 6 Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Will reveal Toxic Blunderbuss +1 and recharge Seelah Blessing of the Samurai
Shoot Zombie DC 13: 1d6 + 1d10 + 1 + 1d6 ⇒ (4) + (3) + 1 + (5) = 13 Defeated
Misfire: 1d6 ⇒ 1 Misfire. Blunderbuss is shuffled into deck.
Attempting to close. Encountering random barrier Burning Tar. Will recharge Blessing of the Elements to add die.
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.
Dexterity Check DC 6: 1d6 + 1d6 ⇒ (6) + (5) = 11 Success
Fringes of the Eye is Closed.
Random number of Barriers and Blessings: 1d4 ⇒ 31d4 ⇒ 1 3 Barriers and 1 Blessing
determine if encountering Barrier or Blessing: 1d4 ⇒ 3 Barrier 4 - 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.
Will Reveal Tome for Divine Check
Divine Check DC 10: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (3) = 16 Defeated
Reveal Lexicon, reset hand and end turn
Hand: Life Drain, Cleric of Nethys,LimitedExplore, Byzantine Lexicon, Binder's Tome, Fox, Fire Snake
Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Shield of Fire Resistance Ivory Dice Bound Lantern Archon Cure Fly chakram Hand of the Guilty Man Toxic Blunderbuss +1
Recharged: Blessing of the Elements 2
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Maznar - PuntNScoop |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 12 Blessings Deck Card 12/ Blessing of Abadar
Give Card:None
Move: Stay at Shipwreck Graveyard
Auto-succeed SOYT Survival 5 check
Free explore Shipwreck card 1 - Alchemical Gas Barrier
Recharge Meliski's Fox and use Ally power
Intelligence Check DC 7: 1d6 + 1d4 + 1d4 + 0 ⇒ (6) + (3) + (4) + 0 = 13 Defeated!
End turn

Maznar - PuntNScoop |

Proper end of turn...
Cast cure on Seelah
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3 Seelah Cured for 3 cards
Recharge Cure DC 8: 1d10 + 1d4 + 4 ⇒ (9) + (3) + 4 = 16 Recharged Cure
Recharge Mistmail as I reset hand and really end turn
Hand: Frog, Frigid Blast, Blessing of Pharasma 2, Quarterstaff, Fireblade, Wolfhide Armor
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Blessing and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: Blessing of the Gods Pearl of Wisdom Dog Crow
Recharged: Hide from Animals, Cure, zMistmail
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 13 - Top of Blessings Discards Deck: Blessing of Maat
Give Card: None
Move: Stay at Pinnacle Atoll
Explore: Pinnacle Atoll Card 1 - Ubashki (Ally B)
Encounter Card Location Effect: 1d12 ⇒ 4 - No Effect
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.
I will bury Returning Throwing Axe +1 (1) to Acquire Ubashki
I will Discard zUbashki to Explore: Pinnacle Atoll Card 2 - Blessing of Thoth (Blessing 1)
Encounter Card Location Effect: 1d12 ⇒ 6 - No Effect
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.
I will auto Fail to Acquire Blessing of Thoth
I will use my power to Examine: Pinnacle Atoll Card 3 - Scurvy Zombie (Henchman 2)
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
I will discard Venomous Hand Crossbow + 1, end my turn and reset my hand to 5
Hand: Blessing of the Samurai (2), Returning Throwing Axe +1 (2), Deathbane Light Crossbow +1, Masterwork Tools, Archer's Bracers
Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes: 1 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Milani Blessing of Angradd Blessing of the Samurai (1) Emerald of Dexterity
Recharged: Surgeon, Tooled Crocodile Skin, zOsirion Ancestor, zMummified Cat
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Seelah - notshown |

Maznar's Cure: Blessing of Wadjet, Acid Jet, and Blessing of Bastet are shuffled back into my deck .
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 14 - Silver Crusade Favor
Each character may recharge a card from his discard pile or a random card from his buried cards.
I recharge Blessing of the Gods.
At the start of my turn, I attempt to avoid Structural Damage.
Wisdom 5: 1d8 + 1d4 ⇒ (8) + (4) = 12 ACED!
At the start of my turn, I discard Cold Iron Longsword to allow Maznar to shuffle 2 random cards from his discard pile into his deck.
Give Card: None
Move: Shipwreck Graveyard -> Fog Bank
Explore: Not yet...
I reset my hand and end my turn.
Seelah returns Maznar's favor with some healing of her own. "I'm going back to end that thing. If you get get things managed here, meet me there and bring that frog; he's pretty handy in a fight."
Hand: Kabuto Helmet, Cold Iron Mace +1, Remove Curse, Naginata, Teamster, zBlessing of Bastet
Displayed: Banner
Deck: 8 Discard: 6 Buried: 0
Notes: The Banner is in play!
Remove Curse
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1 Champion's Do-Maru Four-Mirror Armor Riding Horse Blessing of the Samurai zBlessing of Wadjet
Recharged: Blessing of the Gods
Discard Pile:
Buried Pile:

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Out of Turn Update. Recharge Blessing of Nethys for Silver Crusage Favor
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 15 Blessing of Bastet
Give Card:None
Fringes of the Eye -> Raker Shoals
Free Explore: Raker Shoals Card 1: Scurvy Zombie
Random ship: 1d10 ⇒ 4 Shackles Pirate Ship
"The Shackles Pirate Ship never quits! I have defeated this ship more times than Ah can remember!"
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Using Wisdom, recharging Lexicon, and Sunken Ships
Wisdom Check DC 6: 3d6 ⇒ (6, 4, 3) = 13 Defeated
Plunder Card: 1d4 ⇒ 4 Item: 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
Cast Life Drain on Scurvy Zombie
Life Drain Spell DC 13: 2d4 + 1d10 + 3 ⇒ (2, 3) + (10) + 3 = 18 Defeated
Recharge Life Drain with Tome DC 9: 1d10 + 1d4 + 3 ⇒ (4) + (1) + 3 = 8 Discarded
Randomly Recharged Lightning Bolt and shuffled deck due to spell. Will take 4 Structural damage (chakram, Bound Lantern Archon, Toxic Blunderbuss +1, Blessing of Abadar) to close location and then discard a card(Smoked Glass Goggles)
Raker Shoals is closed
Reset Hand and End Turn
Hand: Cleric of Nethys,LimitedExplore, Binder's Tome, Fire Snake, Blessing of the Elements 2, Fly
Displayed:
Deck: 8 Discard: 10 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Shield of Fire Resistance Ivory Dice Byzantine Lexicon Fox Cure Hand of the Guilty Man
Recharged:
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

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At beginning of Maznar's turn, will cast fly examining Shipwreck Graveyard and Pinnacle Atoll.
Shipwreck Graveyard Card 2: Baited Jewel Box Trigger
Binder's Tome is shuffled into current empty location (Raker Shoals)
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.
Random Card: Random Barrier 2, Random Barrier, 3, or Random Blessing 2: 1d3 ⇒ 2 Encounter The Third Law Trigger
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.
Will then Move to shipwreck graveyard
Recharge Fly with critter DC 10: 1d10 + 1d4 + 3 ⇒ (2) + (1) + 3 = 6 Discarded
Will have Seelah recharge remove curse to remove Third Law
Hand: Cleric of Nethys,LimitedExplore, Fire Snake, Blessing of the Elements 2
Displayed:
Deck: 8 Discard: 11 Buried: 0
Notes: Tome is in hand. 1d4 and Mental for combat and Cha in most cases. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible..Sideboard cards: Binder's Tome;
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Shield of Fire Resistance Ivory Dice Byzantine Lexicon Fox Cure Hand of the Guilty Man
Recharged:
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

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Update to Plunder roll. Accidentally rolled a D4 rather than D6. Acquired boon is still one discarded. Additionally for Fly spell. correct cards were inspected but listed Pinnacle Atoll rather than Fringes of the Eye.
Amended Plunder Roll: 1d6 ⇒ 1 Weapon: Hunga Munga
Weapon B
Traits: Axe Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

BR skizzerz |

During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
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.
Dark Archive Condition: For the rest of the adventure, 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.
Scarab Sages Condition: 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.
Sovereign Court Condition: 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.
Sunken Ships Condition: For the rest of the adventure, add 1d6 to your checks against ships.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Displayed by Scenario: 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.
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Reinforcements
Reinforcements 2/5
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.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Acid Jet (Spell B)
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.
Blessing of Bastet (Blessing B) x2
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.
Blessing of Nethys (Blessing B)
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.
Blessing of the Elements (Blessing B) x2
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Wadjet (Blessing B)
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.
Chakram (Weapon B)
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.
Embalmer (Ally B)
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Hand of the Guilty Man (Item 2)
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.
Helpful Haversack (Item 1)
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Hunga Munga (Weapon B)
Weapon B
Traits: Axe Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Kohl of Uncanny Discernment (Item B)
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Locate Object (Spell 1)
Spell 1
Traits: Magic Acrance Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Mistmail (Armor 2)
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.
Mummified Cat (Item 1)
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.
Osirion Ancestor (Ally B)
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.
Potion of Healing (Acquired)
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Tomb Raider (Ally B)
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.
Ubashki (Ally B)
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.
Monster 1
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.
Monster 2
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.
Monster 3
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.
Monster 4
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster 5
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.
Barrier 1
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.
Barrier 2
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.
Barrier 3
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 4
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
Barrier 5
Barrier P
Traits: Trigger Curse Magic Cache
To Defeat: DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Weapon 1
Weapon P
Traits: Axe Book Ranged Bludgeoning Magic Arcane
To Acquire: CharismaMelee 13
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon 2
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.
Weapon 3
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.
Weapon 4
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
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.
Spell 1
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.
Spell 2
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
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.
Spell 4
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.
Spell 5
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.
Armor 1
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.
Armor 2
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.
Armor 3
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.
Armor 4
Armor 1
Traits: Clothing Light Armor Offhand Magic
To Acquire: Intelligence Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 5
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.
Item 1
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.
Item 2
Item B
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item 3
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.
Item 4
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Item 5
Item 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.
Ally 1
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.
Ally 2
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.
Ally 3
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.
Ally 4
Ally 1
Traits: Human Cleric
To Acquire: Knowledge Divine Charisma Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 4
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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.
Turn: 16 Maznar/PuntNScoop
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 15
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
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.
Blessings Deck Card 26 - Turn 26 Seelah/Andrew Valentin
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
Fog Bank
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seelah/Andrew Valentin
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.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
The Third Law: 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 The Third Law.
Barrier 1
Traits: Obstacle Trap Basic
To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.
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.
Monster 2
Traits: Trigger Gnoll 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.
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.
Fringes of the Eye
Closed
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
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.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
The Third Law: 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 The Third Law.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Monster B
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
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.
Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Raker Shoals
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shipwreck Graveyard
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/PuntNScoop, Meliski/Zalarian
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.
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.
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
The Third Law: 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 The Third Law.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

Maznar - PuntNScoop |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 16 Blessings Deck Card 16/ Blessing of Wadjet
Give Card:None
Move: shipwreck -> raker shoals
SOYT check:
Survival Check DC 5: 1d10 + 1d4 + 3 ⇒ (1) + (2) + 3 = 6 Success
Free explore card 1 - Binder's Tome
Wisdom Check DC 6: 1d10 + 1d4 + 1 ⇒ (10) + (2) + 1 = 13 Acquired
Discard Tome, end turn
Hand: Frog, Frigid Blast, Blessing of Pharasma 2, Quarterstaff, Fireblade, Wolfhide Armor
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Blessing and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: Blessing of the Gods Pearl of Wisdom Dog Crow
Recharged: Hide from Animals, Cure, zMistmail
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 17 - Top of Blessings Discards Deck: Blessing of the Elements
Give Card: None
Move: Stay at Pinnacle Atoll
Explore: Pinnacle Atoll Card 1 - Scurvy Zombie
Encounter Card Location Effect: 1d12 ⇒ 11 - No Effect
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Random Ship to Encounter: 1d10 ⇒ 6 - Wormwood
Encounter Card Location Effect: 1d12 ⇒ 8 - No Effect
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
I will Discard my Blessing of the Samurai (2) and use Dexterity for Check.
Wormwood - Dexterity DC 13: 2d10 + 1d6 + 3 ⇒ (8, 9) + (4) + 3 = 24 - Success
Random Plunder: 1d6 ⇒ 4 - Item - Random Item 1 - Embalming Fluid (Item 1)
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.
I will reveal my Deathbane Light Crossbow +1 and Archer's Bracers for Scurvy Zombie Combat Check.
Scurvy Zombie - Combat DC 13: 1d10 + 2d8 + 9 ⇒ (9) + (5, 7) + 9 = 30 - Success
I will discard Blessings Deck Card 18 - Blessing of Nethys (Blessing B) to Close Pinnacle Atoll, On closing, stash a plunder card.
Random Plunder Card: 1d6 ⇒ 4 - Item - Random Item 2 - Flame Staff (Item B)
Item B
Traits: Staff Attack Fire Magic Basic
To Acquire: Arcane Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Pinnacle Atoll LOCATION CLOSED
Seelah's Banner is still Displayed. Random Item 1 and 2 are gone. On Seelah's turn use Blessing #19.
I will discard zEmbalming Fluid and zFlame Staff, end my turn, and reset my hand to 5
Hand: Blessing of the Samurai (1), Returning Throwing Axe +1 (2), Deathbane Light Crossbow +1, Masterwork Tools, Archer's Bracers
Displayed:
Deck: 9 Discard: 7 Buried: 1
Notes: 1 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of the Samurai (1)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Milani Blessing of Angradd Emerald of Dexterity
Recharged: Surgeon, Tooled Crocodile Skin, zOsirion Ancestor, zMummified Cat, Snow Leopard
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 18 - Blessing of the Elements (19th card of blessings deck)
At the Start of my turn, I examine the top card of my location deck.
Fog Bank Card 1: Elemental Treaty (Spell B). It is a boon, so it goes to the bottom of the location deck.
Fog Bank is Shuffled. #MyNewFavoriteThing
Give Card: None
Move: Stay at Fog Bank
Explore: Random Fog Bank Card: 1d6 ⇒ 6 Emperor Cobra (Monster B)
Using Naginata with Banner
Combat 8: 1d10 + 3 + 2d8 + 1 ⇒ (9) + 3 + (5, 2) + 1 = 20 Victory!
I discard Teamster to explore again:
Random Fog Bank Card: 1d5 ⇒ 3 Hurtling Tiles Trap (Barrier 1)
Meliski discards Blessing of the Elements to add 1 die.
Intelligence 6: 1d6 + 1d6 ⇒ (6) + (5) = 11 Success
Defeating the Barrier allows another exploration.
Random Fog Bank Card (1, 2, 4, or 5): 1d4 ⇒ 3 Card 4: Magma Spirit (Monster B)
I reveal my Kabuto Helmet to reduce the "Before you act" Fire damage to 0.
Using Naginata with Banner
Combat 9: 1d10 + 3 + 2d8 + 1 ⇒ (1) + 3 + (4, 1) + 1 = 10 Victory!
I discard Blessing of Bastet to examine the top card of the location deck.
Random Fog Bank Card (1, 2, or 5): 1d3 ⇒ 2 Card 2: Admiral Arminus Pythareus (Villain 2). It is a bane, so I must encounter and cannot evade.
Summon and encounter random ship: 1d10 ⇒ 9 Devil's Pallor
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
Condition (Sunken Ships): Add 1d6 to your checks against ships.
Wisdom 7: 1d8 + 1d6 ⇒ (5) + (3) = 8 Devil's Pallor is defeated, forcing me to discard a card (Kabuto Helmet). I stash a random weapon (first on list is Sistrum of Bastet).
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine (10+4) 14 THEN Combat Divine (13+4) 17
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Before I act, I take 1 Ranged Combat damage (unreducable); I discard Sistrum of Bastet.
Pausing for temporary closure of Shipwreck Graveyard.

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Out of Turn Temp Close for Shipwreck Graveyard
Acquire Plunder to Temp Close: 1d6 ⇒ 3 Armor -
Will use Fire Snake to use Arcane to acquire
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.
Arcane Check DC 6: 1d10 + 3 ⇒ (9) + 3 = 12 Armor Acquired
Recharge Fire Snake Spell DC 8: 1d10 + 3 ⇒ (9) + 3 = 12 Recharged
Shipwreck Graveyard is Temp Closed
Hand: Cleric of Nethys,LimitedExplore
Displayed:
Deck: 10 Discard: 12 Buried: 0

Seelah - notshown |

...continuing turn...
Using Naginata with Banner, discard Maznar's Blessing of Pharasma, and recharge a Harsk card.
Combat 14: 1d10 + 3 + 2d8 + 1 + 1d10 + 1d4 ⇒ (10) + 3 + (1, 6) + 1 + (10) + (1) = 32 Victory...
Using Naginata with Banner, recharge's Harsk'd Blessing of the Samurai, and recharge a Harsk card.
Combat 17: 1d10 + 3 + 2d8 + 1 + 1d10 + 1d4 ⇒ (8) + 3 + (6, 7) + 1 + (2) + (3) = 30 ...Complete!
Seelah takes another point of damage, but she hardly notices.
Seelah enters the Fog Bank on the back of her hippocampus, followed by the victorious shouts of Operation Bearded Storm as they secure their areas of the aquatic battleground. Ships large and small are nothing more than shadows here; since she can’t find her quarry, Seelah decides to allow him to find her.
She moves from shadow to shadow, not like a thief, but as a light bringer. She ignores baubles with single-minded determination and dispatches monsters with as much noise as possible, challenging the admiral with vulgarities she was sure he would find both familiar and offensive.
Finally, the Devil’s Pallor pierces the fog. The flagship had once been corrupted by infernal powers, evidenced by bristling spikes and foul runes. Centuries under water had all but erased the demonic taint, but it had been replaced with necromantic energy that was insidious and deadly. Her training and previous experience show Seelah where the dangers lay, and she is able to gain the worm-ridden deck with little difficulty.
The Admiral stands ready for her, his crew cowering from Seelah.
“Didn’t my friend kill you earlier?” the paladin asks.
“We are cursed men!” the admiral shouts, a little sorrow belying his aggressive stance.
“Indeed. So you cannot lay down your arms?”
“Eh,” he shrugs. “Can’t. Wont. Hardly matters at this point.”
“Know that I take no pleasure in this, Admiral. I vow that we will find a way to give you and your men peace.”
The combatants clash. A short time later, the only living soul on the Devil’s Pallor emerges from the fog, victorious yet grim.
“It’s time to end this.”

ACG Overseer |
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
Gulgamodh bulldozes down the outer gate headfirst. Waiting inside is a battalion of demons led by a minotaur champion with metal plates bolted to its body and wielding an overlarge sword. It sweeps the sword at Gulgamodh, tearing open a terrible gash that nearly splits the giant construct in two. Gulgamodh lets out a drawn-out, metallic wail before collapsing in the gateway. The ancient guardian may have fallen, but the path into the castle is open. Don’t waste this opportunity![/i]
The Siege Castle condition is now in effect: End the current scenario and begin Scenario 9–00D Storming the Gates.

BR skizzerz |

Acquired Cards
Acid Jet (Spell B)
Blessing of Bastet (Blessing B) x2
Blessing of Nethys (Blessing B)
Blessing of the Elements (Blessing B) x2
Blessing of Wadjet (Blessing B)
Bone Lamellar (Armor 1)
Chakram (Weapon B)
Embalmer (Ally B)
Embalming Fluid (Item 1)
Flame Staff (Item B)
Hand of the Guilty Man (Item 2)
Helpful Haversack (Item 1)
Hunga Munga (Weapon B)
Kohl of Uncanny Discernment (Item B)
Locate Object (Spell 1)
Mistmail (Armor 2)
Mummified Cat (Item 1)
Osirion Ancestor (Ally B)
Potion of Healing (Item B)
Sistrum of Bastet (Weapon P)
Tomb Raider (Ally B)
Ubashki (Ally B)
3x Weapon B
1x Spell 1
1x Spell B
1x Armor 2
1x Armor 1
1x Item 2
3x Item 1
3x Item B
4x Ally B
6x Blessing B