[PBP Gameday VII] [PACG] Assault on Absalom by Yewstance [Tier 2] (Inactive)

Game Master Yewstance

Party Sheet

Loot Cards:
Remove Curse
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

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

Game of Afterlife
Spoiler:
Game of Afterlife
Loot Item B

Traits
Object
Gambling

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

Turn Order:
1. Nathan Davis //Raheli
2. EmpTyger // Seoni (WotR)
3. Abraham Z. // Valeros
4. Bigguyinblack // Grazzle

SCOURGES:
The scourge die is 1d6. When you are told to 'suffer a scourge', roll a 1d6 and display the appropriate curse from the table below.

Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

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

Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B
Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B
Traits
Curse
Undead

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering
Spoiler:
Curse of Withering
Scourge 2
Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

There is no Reinforcements is currently next to the scenario.

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.


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Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Raheli, Valeros doesn't have a Blessing of Abadar for you to discard. Only BoMaat, which you are welcome to, but that won't add a die


Raheli must make the end-of-turn check from the new scenario power or take damage.
Raheli also triggered Kafar.
Also note that the Blessing of Pharasma was not the current hour. The blessing deck had to be shuffled and I had indicated in Hangouts that I had put an update out for that.

Also from Raheli's end-of-turn, a random monster was shuffled into the Ghol-Gan ruins. This will be a constant stream of monsters, so (unless you're posting right after a scenario update) you'll need to roll randomly to see which card you encounter in that deck, and pick a random monster from the appropriate Random spoilers if you hit a card that isn't already listed in the scenario update.

The Silver Crusade Favor has been discarded from the blessings deck again.

=======

During This Adventure:

AoA-Specific Rules:
  • 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.
  • New Ships & Plunder Rules:
  • 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
  • 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.
  • 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.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.
  • 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.
  • 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.
  • Sunken Ships condition: For the rest of the adventure, add 1d6 to your checks against ships.

    During This Scenario:

  • When you defeat and corner the Implacable Beast, summon and build the locations Ghol-Gan Ruins, Scorched Ruins, and Tower. Shuffle the villain Katazuul into the Ghol-Gan Ruins, the henchman Forgotten Pharaoh Cultist into the Scorched Ruins, and the henchman Warrior Dolls into the Tower.
  • If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
  • At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario’s adventure deck number or you are dealt 1d4-1 Ranged Combat damage.
  • You win the scenario only when you defeat and corner Katazuul.
    Additional Rules:
    Sandstorm:

    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    Reinforcements is currently Displayed:
    Reinforcements
    Reinforcements 2/5
    During This Scenario:
    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.

    Turn: 15, Seoni/EmpTyger

    Random Monsters:

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

    Monster 2

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

    Monster 3

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

    Monster 4

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

    Monster 5

    Spoiler:
    Brain Ooze
    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.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

    Spoiler:
    Fighting Crook
    Weapon B
    Traits: Club Melee Bludgeoning Elite
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
    After you act, reveal an armor or you are dealt 1 combat damage.

    Random Spells:

    Spell 1
    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

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

    Spell 5

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

    Random Armor:

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

    Armor 2

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

    Armor 3

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

    Armor 4

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

    Armor 5

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

    Random Items:

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

    Item 2

    Spoiler:
    Canteen
    Item B
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Item 3

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

    Item 4

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

    Item 5

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

    Random Allies:

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

    Ally 2

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

    Ally 3

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

    Ally 4

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

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

    Silver Crusade Favor:
    Silver Crusade Favor
    Favor 2
    Traits:
    When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Valeros

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

    Blessings Deck Card 2 - Turn 2 Grazzle

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

    Blessings Deck Card 3 - Turn 3 Raheli

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

    Blessings Deck Card 4 - Turn 4 Seoni

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

    Blessings Deck Card 5 - Turn 5 Valeros

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

    Blessings Deck Card 6 - Turn 6 Grazzle

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

    Blessings Deck Card 7 - Turn 7 Raheli

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

    Blessings Deck Card 8 - Turn 8 Seoni

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

    Blessings Deck Card 9 - Turn 9 Valeros

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

    Blessings Deck Card 10 - Turn 10 Grazzle

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

    Blessings Deck Card 11 - Turn 11 Raheli

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

    Blessings Deck Card 12 - Turn 12 Seoni

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

    Blessings Deck Card 13 - Turn 13 Valeros

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

    Blessings Deck Card 14 - Turn 14 Grazzle

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

    Blessings Deck Card 15 - Turn 15 Raheli

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

    Blessings Deck Card 16 - Turn 16 Seoni

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

    Blessings Deck Card 17 - Turn 17 Valeros

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

    Blessings Deck Card 18 - Turn 18 Grazzle

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

    Blessings Deck Card 19 - Turn 19 Raheli

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

    Blessings Deck Card 20 - Turn 20 Seoni

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

    Blessings Deck Card 21 - Turn 21 Valeros

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

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack, Valeros/AbrahamZ, Lightning Storm

    Elemental Trenches Card 1:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Elemental Trenches Card 2:
    Viper Strike
    Spell B
    Traits: Magic Arcane Divine Attack Poison Basic
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Elemental Trenches Card 3:
    Glacial Khopesh +1
    Weapon 1
    Traits: Sword Melee Slashing Cold Magic Elite
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Walled Oasis
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Earthworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Vizier's Hill
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger

    Ghol-Gan Ruins
    At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Ghol-Gan Ruins Card 1:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Ghol-Gan Ruins Card 2:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ghol-Gan Ruins Card 3:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Ghol-Gan Ruins Card 4:
    Alchemical Gas
    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.
    Ghol-Gan Ruins Card 5:
    Fireball Trap
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Ghol-Gan Ruins Card 6:
    Azaz Arafe and Zazu
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
    Ghol-Gan Ruins Card 7:
    Desert Trapper
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Ghol-Gan Ruins Card 8:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Ghol-Gan Ruins Card 9:
    Katazuul
    Villain 2
    Type: Monster
    Traits:
    Trigger
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.

    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.

    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    Ghol-Gan Ruins Card 10:
    Lightning Bolt
    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.
    Ghol-Gan Ruins Card 11:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Scorched Ruins Card 1:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Scorched Ruins Card 2:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Scorched Ruins Card 3:
    The Evil Eye
    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.
    Scorched Ruins Card 4:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Scorched Ruins Card 5:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Scorched Ruins Card 6:
    Forgotten Pharaoh Cultists
    Henchman B
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from
    Scorched Ruins Card 7:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Scorched Ruins Card 8:
    Acid Mantis
    Monster 1
    Traits: Trigger Vermin Acid Elite
    To Defeat: Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Scorched Ruins Card 9:
    Deathgrip
    Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Scorched Ruins Card 10:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/NathanDavis

    Tower Card 1 - Kafar (TRIGGER):
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Tower Card 2:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Tower Card 3:
    Torch
    Weapon B
    Traits: Club Melee Bludgeoning Fire Basic
    To Acquire: Strength Intelligence Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Tower Card 4:
    Tussah Silk Coat
    Armor B
    Traits: Clothing Light Armor Basic
    To Acquire: Constitution Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    Tower Card 5:
    Stone Skin
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Tower Card 6:
    Shasalqu
    Monster 1
    Traits: Animal Cold Elite
    To Defeat: Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
    Tower Card 7:
    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Tower Card 8:
    Bonecrusher Hyenamaster
    Monster B
    Traits: Trigger Gnoll Basic
    To Defeat: Combat 9 THEN Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Tower Card 9:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tower Card 10:
    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.


  • Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Valeros will use Silver Crusade Favor to recharge Candle of Comity from Buried.


    Grazzle's deck Desired upgrades: None until tier 3

    Recharging Blessing of Abadar due to Silver Crusade Favor. At the end of Valeros's turn Grazzle will use Compass to move to Ghol-Gan Ruins.


    Deck Handler // Searching for: Spell 2

    Raheli follows her Compass to the tower where she sees Kafar trying to sneak in.

    Charisma 4: 1d6 + 1d8 ⇒ (2) + (2) = 4

    He decides to join her (rather than steal from her). The Displayed Master Cartman welcomes the thief into his employee. Display Kafar

    Raheli wrote:

    Hand: Blessing of the Quartermaster 1, Sapphire of Intelligence, Corrosion, Blue Star,

    Displayed: Flying Squirrel, Master Cartman, Kafar,
    Deck: 10 Discard: 1 Buried: 0
    Notes: Blessing and Corrosion available to any. @Tower
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([ ] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    Female Human Sorcerer/Element Master Deck Handler

    (During Raheli's turn)
    Seoni cannot make a DEX/Acrobatics 6 check

    Implacable Beast Combat damage: 1d4 + 1 ⇒ (4) + 1 = 5
    Banishing Tussah Silk Coat to prevent 5 Combat damage
    The undead minotaur charged at the defenders. To buy time for Raheli, Seoni unfurled her coat. Like a matador, she danced around the beast, although the monster got close enough to shred the silk.

    (Seoni's turn)
    Silver Crusade Favor: Recharging Blessing of Pharasma

    The Silver Crusader recognized Seoni, and offered a familiar prayer.

    Moving to Ghol-Gan Ruins
    Exploring Ghol-Gan Ruins 1: Sand Creeper

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

    Discarding Delve to draw Fire Snake. Discarding Clinging Venom
    Combat 9+3+2=14: 1d12 + 3 + 1d8 ⇒ (6) + 3 + (7) = 16
    Sand Creeper is banished. Recharging Clinging Venom
    With the gates open, Seoni entered the enemy's headquarters, but got delayed by a sand monster. A poison spell defeated the elemental.

    Recharging Surgeon to cure Menagerie Keeper
    Ending turn. Random Monster 1 is shuffled into Ghol-Gan Ruins.
    Tower: Discarding Fire Snake to use Arcane

    Arcane 5+2=7: 1d12 + 3 ⇒ (11) + 3 = 14
    Discarding Fire Snake instead of recharging. Resetting hand
    Before she continued in, the surgeon caught up to cure Seoni. The sorcerer was literally providing cover fire against the besiegers' bolts.

    Seoni wrote:

    Hand: Frostbite, Sphere of Fire, Bestiary of Garund, Blessing of Pharasma, Clinging Venom 2, Pyrotechnic Blast, Remove Curse,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes: At Ghol-Gan Ruins. Do not cure.
    Ask before using: Blessing of Pharasma (+1 die/+2 if spell)
    Can use without asking: Blessing if would recharge; blessing for villain; blessing for location close; Remove Curse

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([] or a spell), you may draw a card.


    Grazzle's deck Desired upgrades: None until tier 3

    Grazzle is still at Elemental Trenches during Valeros's turn. Automatically temp closing it in response to villain discovery. With Lightning Storm at the Tower I will hold on to the compass for an explore.

    Wisdom 7 from villain power: 1d10 ⇒ 10

    no dmg


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    It is the hour of Abadar.

    Elemental Trenches: 1d6 ⇒ 2 bludgeoning - no cards are recharged

    Lightning Storm: 1d4 ⇒ 2 Valeros takes 2 electricity dmg from lightning storm - discard quick change mask and lockpick shield

    Lightning Storm is displayed at random location: 1d7 ⇒ 7 Lightning Storm is displayed at Tower

    Valeros heads to Ghol-Gan.

    Explore Ghol-Gan: 1d11 + 1 ⇒ (8) + 1 = 9

    Katazuul:

    Villain 2
    Type: Monster
    Traits:
    Trigger
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.

    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    Pausing for temp closes etc.


    Deck Handler // Searching for: Spell 2

    Temp Close Tower

    Dexterity 7: 1d10 + 1 ⇒ (4) + 1 = 5 Not this time

    Autofail BYA Wisdom. No Weapons or Attack cards in hand so no damage


    Female Human Sorcerer/Element Master Deck Handler

    (During Valeros's turn)
    Revealing Bestiary of Garund

    WIS 5+2=7: 1d6 + 1d4 ⇒ (2) + (1) = 3
    Seoni has 4 Attack spells in hand. Discarding Frostbite, Pyrotechnic Blast, Clinging Venom, Remove Curse for 4 Combat damage
    Seoni's sorcery marked her as a threat to Katazuul, and the demon preemptively flailed her.

    Seoni wrote:

    Hand: Sphere of Fire, Bestiary of Garund, Blessing of Pharasma,

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    Notes: At Ghol-Gan Ruins. Okay to cure.
    Ask before using:
    Can use without asking:

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([] or a spell), you may draw a card.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Resuming Valeros' turn after temp closes - only Elemental Trenches is temp closed

    Katazuul:

    Villain 2
    Type: Monster
    Traits:
    Trigger
    Outsider
    Demon
    Veteran
    To Defeat:
    Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.

    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    BYA autofail Wis 7 check - Valeros takes 1 Combat dmg (1 weapon in hand, no attack trait cards). He recharges Gambeson to reduce Combat dmg to 0

    Revealing Shock Glaive +1
    Discard Raheli's BotQ and Seoni's BoPharasma
    Combat 15+6+3+2=26: 1d10 + 5 + 1d10 + 1 + 2d10 ⇒ (9) + 5 + (1) + 1 + (1, 7) = 24
    Discard Blessing of Maat to add +3 to the check
    Katazuul is defeated and moves to a random open location (not Elemental Trenches)
    Ghol-Gan is closed. A random barrier is shuffled into each open location.

    Just then, some archers in the Tower take aim at Valeros. Autofail Dex 7 Ranged Combat dmg: 1d4 - 1 ⇒ (1) - 1 = 0

    Reset hand, end turn

    Valeros wrote:

    Hand: Blessing of Zon-Kuthon, Greatclub, Blessing of Asmodeus, Mindblade, Shock Glaive +1,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Mindblade: Reveal my ally to add +1d6+1 to your combat checks at my location;

    Blessing of Zon-Kuthon: +2 dice for Con or Finesse checks

    Blessing of Asmodeus

    Location: Ghol-gan"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
    Melee: Strength +3
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d4 [ ]+1 [ ]+2
    Charisma d8 [ ]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

    Turn Summary:
    * Lightning Storm is now displayed at the Tower
    * Raheli's BotQ and Seoni's BoPharasma are discarded.
    * Katazuul Villain is shuffled into a random open location (not Elemental Trenches)
    * Ghol-Gan is closed
    * A random barrier is shuffled in to each open location


    Grazzle's deck Desired upgrades: None until tier 3

    Unknown blessing in effect but unlikely to matter. Will be moving to Tower and rolling at random with the random barrier being card 11 and the ? being card 12.

    Elemental Trenches effect: 1d6 ⇒ 4

    Electricity. No effect.

    Valeros triumphed but the battle rages on. Grazzle uses his mighty healing powers on his allies.

    Discard 6 cards from top of deck to heal Raheli for 1, Seoni for 7, Valeros for 4 Blessing of the Elements aq, Blessing of Sivanah, Find Traps, Holy Javelin, Blessing of the Spellbound, Djinni Quarterstaff

    Then on himself. With the power of Frog Soup perhaps.

    cast and recharge Cure 2: 1d4 + 1 ⇒ (1) + 1 = 2

    Grazzle moves past a vicious Lightning Storm and finds shelter in a Tower. He begins to explore.

    random card: 1d11 + 1 ⇒ (9) + 1 = 10

    Tower card 10 Baited Jewel Box:

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

    Grazzle spies a jewel box and uses Fire Snake magic to try and open it safely.

    Disable 6 +2 casting and recharging Fire Snake: 1d8 + 4 ⇒ (2) + 4 = 6

    Burying Reinforcements to help: 1d8 ⇒ 5

    A fellow Pathfinder notices Grazzle's efforts and assists. But it spits poison at Grazzle.

    poison dmg: 1d4 ⇒ 2

    His armor absorbs the brunt of it. Inside were 2 items.

    Recharge Tussah Silk Coat to prevent dmg. Draw first 2 random items.

    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.

    Canteen:

    Item B
    Traits: Object Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Grazzle spends time dodging arrows.

    ranged dmg: 1d4 - 1 ⇒ (2) - 1 = 1

    Discard Canteen to dmg then refresh hand.

    Grazzle wrote:

    Hand: Smoked Glass Goggles aq, Cure 1, Compass aq, Cleric of Nethys, Holy Light, Blessing of Abadar,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    "Notes: Location: Tower

    Abadar: Discard for +2 dice vs a barrier.
    "
    Sideboard cards:

    He takes a moment to heal himself.

    cast and recharge Cure 1: 1d4 + 1 ⇒ (1) + 1 = 2

    Grazzle wrote:

    Hand: Smoked Glass Goggles aq, Compass aq, Cleric of Nethys, Holy Light, Blessing of Abadar,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    "Notes: Location: Tower

    Abadar: Discard for +2 dice vs a barrier.
    "
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +2
    Knowledge: Intelligence +2
    Wisdom d10 [ ] +1 [ ] +2 [ ] +3
    Craft: Wisdom +1
    Survival: Wisdom +2
    Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Charisma +3

    Favored Card: Spell
    Hand Size 6
    Proficient with: Light Armor
    Powers:
    <Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
    <Power 2> At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
    <Power 3> [X] Add 2 to your check that invokes the Attack trait.


    Random barriers shuffled in, villain escape processed (he's in the Tower or the Scorched Ruins, with a blessing added to the other), everything should be good to go. Let me know if I seem to have missed anything!

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

    During This Adventure:

    AoA-Specific Rules:
  • 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.
  • New Ships & Plunder Rules:
  • 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
  • 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.
  • 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.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.
  • 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.
  • 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.
  • Sunken Ships condition: For the rest of the adventure, add 1d6 to your checks against ships.

    During This Scenario:

  • When you defeat and corner the Implacable Beast, summon and build the locations Ghol-Gan Ruins, Scorched Ruins, and Tower. Shuffle the villain Katazuul into the Ghol-Gan Ruins, the henchman Forgotten Pharaoh Cultist into the Scorched Ruins, and the henchman Warrior Dolls into the Tower.
  • If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
  • At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario’s adventure deck number or you are dealt 1d4-1 Ranged Combat damage.
  • You win the scenario only when you defeat and corner Katazuul.
    Additional Rules:
    Sandstorm:

    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

    Reinforcements is currently Buried.

    Turn: 18, Raheli/NathanDavis

    Random Monsters:

    Monster 1
    Spoiler:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Monster 2

    Spoiler:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Monster 3

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

    Monster 4

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

    Monster 5

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

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Whip
    Weapon B
    Traits: Whip Melee Slashing Finesse Swashbuckling Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3

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

    Weapon 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Lightning Bolt
    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.

    Spell 2

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

    Spell 3

    Spoiler:
    Heat Metal
    Spell 2
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spell 4

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

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2

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

    Armor 3

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

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Twitch Tonic
    Item B
    Traits: Liquid Alchemical
    To Acquire: IntelligenceCraft 6
    Discard this card to examine the top card of your location, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

    Item 2

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

    Item 3

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

    Item 4

    Spoiler:
    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.

    Item 5

    Spoiler:
    Alchemist's Kit
    Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Random Allies:

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

    Ally 2

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

    Ally 3

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

    Ally 4

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

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

    Blessing of the Elements:
    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.

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Seoni

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

    Blessings Deck Card 2 - Turn 2 Valeros

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

    Blessings Deck Card 3 - Turn 3 Grazzle

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

    Blessings Deck Card 4 - Turn 4 Raheli

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

    Blessings Deck Card 5 - Turn 5 Seoni

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

    Blessings Deck Card 6 - Turn 6 Valeros

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

    Blessings Deck Card 7 - Turn 7 Grazzle

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

    Blessings Deck Card 8 - Turn 8 Raheli

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

    Blessings Deck Card 9 - Turn 9 Seoni

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

    Blessings Deck Card 10 - Turn 10 Valeros

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

    Blessings Deck Card 11 - Turn 11 Grazzle

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

    Blessings Deck Card 12 - Turn 12 Raheli

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

    Blessings Deck Card 13 - Turn 13 Seoni

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

    Blessings Deck Card 14 - Turn 14 Valeros

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

    Blessings Deck Card 15 - Turn 15 Grazzle

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

    Blessings Deck Card 16 - Turn 16 Raheli

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

    Blessings Deck Card 17 - Turn 17 Seoni

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

    Blessings Deck Card 18 - Turn 18 Valeros

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

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Elemental Trenches Card 1:
    Viper Strike
    Spell B
    Traits: Magic Arcane Divine Attack Poison Basic
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
    Elemental Trenches Card 2:
    Glacial Khopesh +1
    Weapon 1
    Traits: Sword Melee Slashing Cold Magic Elite
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.
    Elemental Trenches Card 3:
    Blightwing
    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Elemental Trenches Card 4:
    Dry Quicksand
    Barrier B
    Traits: Trap Elite
    To Defeat: Dexterity Acrobatics Wisdom Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Walled Oasis
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Earthworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Vizier's Hill
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Ghol-Gan Ruins
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, Valeros/AbrahamZ

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 4 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: (Possible Villain)

    Scorched Ruins Card 1:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Scorched Ruins Card 2:
    Deathgrip
    Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Scorched Ruins Card 3:
    The Evil Eye
    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.
    Scorched Ruins Card 4:
    Stabbing Spear Staircase
    Barrier 1
    Traits: Obstacle Trap Piercing Elite
    To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
    Scorched Ruins Card 5:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Scorched Ruins Card 6:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Scorched Ruins Card 7:
    Forgotten Pharaoh Cultists
    Henchman B
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from
    Scorched Ruins Card 8:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Scorched Ruins Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Scorched Ruins Card 10:
    Acid Mantis
    Monster 1
    Traits: Trigger Vermin Acid Elite
    To Defeat: Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Scorched Ruins Card 11:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Scorched Ruins Card 12:
    Blessing of Bastet
    Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/NathanDavis, (Possible Villain), Lightning Storm

    Tower Card 1:
    The Evil Eye
    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.
    Tower Card 2:
    Bonecrusher Hyenamaster
    Monster B
    Traits: Trigger Gnoll Basic
    To Defeat: Combat 9 THEN Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Tower Card 3:
    Torch
    Weapon B
    Traits: Club Melee Bludgeoning Fire Basic
    To Acquire: Strength Intelligence Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Tower Card 4:
    Katazuul
    Villain 2
    Type: Monster
    Traits: Trigger Outsider Demon Veteran
    To Defeat: Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.

    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.

    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    Tower Card 5:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Tower Card 6:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tower Card 7:
    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Tower Card 8:
    Stone Skin
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Tower Card 9:
    Shasalqu
    Monster 1
    Traits: Animal Cold Elite
    To Defeat: Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
    Tower Card 10:
    Tussah Silk Coat
    Armor B
    Traits: Clothing Light Armor Basic
    To Acquire: Constitution Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.


  • Deck Handler // Searching for: Spell 2

    Before the end of Grazzle's Turn, top deck Flying Squirrel to avoid the Lightning Storm and go to Scorched Ruins

    Raheli's Flying Squirrel sees the storm coming and ushers her away from the Tower.

    Elements day again, and Raheli travels back to the Elemental Trenches where she finds an arcane seam of Viper Strike

    Intelligence 4: 1d8 ⇒ 7

    She empowers a trinket with it and displays gives it to the Master Cartman for safe keeping.

    End of Turn Tower Dexterity 7: 1d10 + 1 ⇒ (10) + 1 = 11 Making it look easy!

    Raheli wrote:

    Hand: Blessing of the Quartermaster 1, Flask Thrower , Sapphire of Intelligence, Boots of Friendly Terrain, Corrosion, Game of Afterlife, Blue Star,

    Displayed: Flying Squirrel, Master Cartman, Kafar, Viper Strike,
    Deck: 8 Discard: 0 Buried: 0
    Notes: Blessing, Game of Afterlife and Corrosion available to any. @Elemental Trenches
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +2
    Constitution d6 [ ] +1
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Item
    Hand Size 5 [X] 6
    Proficient with:
    Powers:
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
    On your check to defeat ([ ] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.


    Female Human Sorcerer/Element Master Deck Handler

    Moving to Tower
    Exploring Tower 1: The Evil Eye

    The Evil Eye:
    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.

    Arcane 6+4=10: 1d12 + 3 ⇒ (12) + 3 = 15
    The Evil Eye is banished
    Seoni went to the tower where the enemy fire was coming from, dispelling the magical sentry that stood guard.

    Ending turn.
    Tower: Seoni cannot make a DEX/Acrobatics 7 check.

    Tower Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
    Discarding Sphere of Fire, Bestiary of Garund for 2 Combat damage.
    Tower: Examining Blessing Deck 2, 3

    Blessings Deck 2 - 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 non-blessing card that has the Gambling trait and draw it.

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

    Resetting hand.
    At the start of Valeros's turn, recharging Surgeon to cure 1 card for Grazzle. Discarding Delve to draw Spellbook.
    Revealing Spellbook

    Arcane 8: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (2) = 14
    Delve is recharged
    Seoni was still taking archer fire, but she directed the surgeon to check on Grazzle instead. "I don't like the looks of these storm clouds." She read up to try to find any clues.

    Seoni wrote:

    Hand: Fire Snake, Spellbook Delve, Blessing of Pharasma, Menagerie Keeper, Surgeon, Frostbite, Chronicler,

    Displayed:
    Deck: 10 9 Discard: 2 Buried: 0
    Notes: Okay to cure. At Tower.
    Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell)
    Can use without asking: Blessing if would recharge; Blessing for villain; Blessing for closing

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([] or a spell), you may draw a card.


    Female Human Sorcerer/Element Master Deck Handler

    (At the start of Valeros's turn)
    Burying Menagerie Keeper to send Reinforcements to another table

    "Warn the citizenry about this demon lord!" Seoni knew the menagerie keeper would have a swift mount to deliver the message.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    It is the hour of Bastet.

    Valeros heads to the Tower.

    Explore Tower 2 - a monster leaps out at him!

    Bonecrusher Hyenamaster:

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

    Revealing Shock Glaive +1
    Combat 9+3=12: 1d10 + 5 + 1d10 + 1 ⇒ (6) + 5 + (2) + 1 = 14

    Revealing Shock Glaive +1
    Combat 9+3=12: 1d10 + 5 + 1d10 + 1 ⇒ (4) + 5 + (9) + 1 = 19

    Bonecrusher is banished

    Discard Mindblade to explore Tower 3

    Torch:

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

    Str 4: 1d10 + 2 ⇒ (5) + 2 = 7 Acquired

    Bury Torch to explore Tower 4

    Katazuul:

    Villain 2
    Type: Monster
    Traits: Trigger Outsider Demon Veteran
    To Defeat: Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.

    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    Pausing turn for temp closes and BYA Wisdom checks from everyone


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    It is the hour of Bastet.

    Valeros heads to the Tower.

    Explore Tower 2 - a monster leaps out at him!

    Bonecrusher Hyenamaster:

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

    Revealing Shock Glaive +1
    Combat 9+3=12: 1d10 + 5 + 1d10 + 1 ⇒ (8) + 5 + (4) + 1 = 18

    Revealing Shock Glaive +1
    Combat 9+3=12: 1d10 + 5 + 1d10 + 1 ⇒ (3) + 5 + (10) + 1 = 19

    Bonecrusher is banished

    Discard Mindblade to explore Tower 3

    Torch:

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

    Str 4: 1d10 + 2 ⇒ (4) + 2 = 6 Acquired

    Bury Torch to explore Tower 4

    Katazuul:

    Villain 2
    Type: Monster
    Traits: Trigger Outsider Demon Veteran
    To Defeat: Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.

    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    Pausing turn for temp closes and BYA Wisdom checks from everyone

    Edit: only temp close is Raheli at Elemental Trenches, which is an auto-close. BYA wisdom checks needed from everyone.


    Grazzle's deck Desired upgrades: None until tier 3

    wisdom check DC 5 +2: 1d10 ⇒ 1

    Grazzle takes 1 dmg. Discards Smoked Glass Goggles aq to dmg.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Raheli auto-closes Elemental Trenches.

    Katazuul:

    Villain 2
    Type: Monster
    Traits: Trigger Outsider Demon Veteran
    To Defeat: Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.
    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.

    The difficulty to defeat is increased by three times the scenario’s adventure deck number.

    BYA Valeros auto-fails the Wisdom 7 check and takes 2 Combat dmg (2 weapons in hand, no attack trait cards) - discard Greatclub and Blessing of Asmodeus

    Revealing Shock Glaive +1
    Discard Blessing of Zon-Kuthon
    Discard Raheli's Blessing of the Quartermaster 1 and Seoni's Blessing of Pharasma
    Combat 15+6+3=24: 1d10 + 5 + 1d10 + 1 + 1d10 + 2d10 ⇒ (8) + 5 + (1) + 1 + (3) + (4, 6) = 28
    Katazuul is - again - defeated! Katazuul is shuffled in to a random open location (not Elemental Trenches) - which means he has to be at Scorched Ruins.
    Tower is permanently closed
    Tower close condition: Valeros examines top 2 cards of the blessing deck: Ancients and Elements. He leaves them as is.
    With the Tower closed, the End of Turn ranged damage is no longer in effect.

    Reset hand, end turn

    Valeros wrote:

    Hand: Candle of Comity, Blessing of Abadar, Lockpick Shield, Captain's Cutlass, Shock Glaive +1,

    Displayed:
    Deck: 7 Discard: 4 Buried: 1
    "Notes: Unless noted otherwise, use my cards as needed:
    NONE: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Candle of Comity: Recharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.

    Blessing of Abadar: +2 dice for barriers

    Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.

    Location: Tower"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
    Melee: Strength +3
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d4 [ ]+1 [ ]+2
    Charisma d8 [ ]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

    Turn Summary:
    * Raheli's BotQ 1 and Seoni's BoPh discarded
    * Tower closed
    * Villain shuffled in to a new location (which I'm pretty sure has to be Scorched Ruins)
    * Lightning Storm still present at Tower


    Female Human Sorcerer/Element Master Deck Handler

    (During Valeros's turn)
    Seoni cannot make a WIS 7 check. Seoni has 1 Attack spell in hand. Discarding Frostbite for 1 Combat damage

    The demon lord was still targeting the party. Seoni wasn't the main threat, but still was sideswiped by Katazuul as it fought Valeros.

    Seoni wrote:

    Hand: Fire Snake, Spellbook, Chronicler,

    Displayed:
    Deck: 10 Discard: 4 Buried: 1
    Notes: Do not cure. At Tower.
    Ask before using:
    Can use without asking:

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7
    Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
    You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
    When you acquire an ally ([] or a spell), you may draw a card.


    Grazzle's deck Desired upgrades: None until tier 3

    As Grazzle witnesses Valeros defeat Katazuul yet again he uses his Compass to find his way to Elemental Trenches again.

    During Valeros's turn recharge Compass to move to Elemental Trenches and examine top card. Glacial Khopesh +1 no trigger. Blessing of the Ancients in effect on Grazzle's turn.

    location effect?: 1d6 ⇒ 3 Cold. No effect.

    Arriving safely at the Trenches Grazzle notes an interesting weapon but he can't lift it so let's it go.

    Elemental Trenches Card 2 Glacial Khopesh +1:

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

    Grazzle asks his cleric buddy to scout.

    Discard Cleric of Nethys to examine top 2 cards, put them back in any order, then I may explore. Blightwing, Dry Quicksand no trigger. Leaving Blightwing on top and exploring.

    The Cleric finds a Blightwing and Grazzle lights it up.

    Elemental Trenches Card 3 Blightwing:

    Henchman 1
    Type: Monster
    Traits: Outsider Curse Poison Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    "Moth. Meet Lamp."

    Burying Raheli's Blue Star unless he makes his skill check.

    Combat 11 +4 +3 casting and recharging Holy Light, discarding my blessing of Abadar and burying Raheli's Blue Star: 2d8 + 3d6 + 6 ⇒ (3, 1) + (6, 5, 3) + 6 = 24

    Blightwing is Blighted.

    Location auto closes. No cards in hand to bury.

    Grazzle takes a break.

    Grazzle wrote:

    Hand: Armor of the Sands, Pyrotechnic Blast, Blessing of the Elements aq, Fire Snake, Blessing of the Gods, Holy Javelin,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    "Notes: Location: Elemental Trenches (Closed)

    Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    "
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +2
    Knowledge: Intelligence +2
    Wisdom d10 [ ] +1 [ ] +2 [ ] +3
    Craft: Wisdom +1
    Survival: Wisdom +2
    Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Charisma +3

    Favored Card: Spell
    Hand Size 6
    Proficient with: Light Armor
    Powers:
    <Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
    <Power 2> At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
    <Power 3> [X] Add 2 to your check that invokes the Attack trait.

    Elemental Trenches closed. Raheli needs to bury/recharge Blue Star.


    Down to one location left, and most scenario rules neutralized. Elegant!

    Also a little amazed by how long you kept that Lightning Storm waiting on hitting someone, but I think Seoni's shortly going to be out of luck in that regard.

    ===========

    During This Adventure:

    AoA-Specific Rules:
  • 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.
  • New Ships & Plunder Rules:
  • 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
  • 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.
  • 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.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.
  • 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.
  • 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.
  • Sunken Ships condition: For the rest of the adventure, add 1d6 to your checks against ships.

    During This Scenario:

  • When you defeat and corner the Implacable Beast, summon and build the locations Ghol-Gan Ruins, Scorched Ruins, and Tower. Shuffle the villain Katazuul into the Ghol-Gan Ruins, the henchman Forgotten Pharaoh Cultist into the Scorched Ruins, and the henchman Warrior Dolls into the Tower.
  • If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
  • At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario’s adventure deck number or you are dealt 1d4-1 Ranged Combat damage.
  • You win the scenario only when you defeat and corner Katazuul.
    Additional Rules:
    Sandstorm:

    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

    No Reinforcements available.

    Turn: 22, Raheli/NathanDavis

    Random Monsters:

    Monster 1
    Spoiler:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Monster 2

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

    Monster 3

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

    Monster 4

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

    Monster 5

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

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Lightning Bolt
    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.

    Spell 2

    Spoiler:
    Commune
    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 3

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

    Spell 4

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

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Armored Kilt
    Armor B
    Traits: Clothing Light Armor Basic
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 2

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

    Armor 3

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

    Armor 4

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

    Armor 5

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

    Random Items:

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

    Item 2

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

    Item 3

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

    Item 4

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

    Item 5

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

    Random Allies:

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

    Ally 2

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

    Ally 3

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

    Ally 4

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

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

    Blessing of the Elements:
    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.

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Seoni

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

    Blessings Deck Card 2 - Turn 2 Valeros

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

    Blessings Deck Card 3 - Turn 3 Grazzle

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

    Blessings Deck Card 4 - Turn 4 Raheli

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

    Blessings Deck Card 5 - Turn 5 Seoni

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

    Blessings Deck Card 6 - Turn 6 Valeros

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

    Blessings Deck Card 7 - Turn 7 Grazzle

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

    Blessings Deck Card 8 - Turn 8 Raheli

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

    Blessings Deck Card 9 - Turn 9 Seoni

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

    Blessings Deck Card 10 - Turn 10 Valeros

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

    Blessings Deck Card 11 - Turn 11 Grazzle

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

    Blessings Deck Card 12 - Turn 12 Raheli

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

    Blessings Deck Card 13 - Turn 13 Seoni

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

    Blessings Deck Card 14 - Turn 14 Valeros

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

    Elemental Trenches
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/NathanDavis,

    Walled Oasis
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Earthworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Vizier's Hill
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Ghol-Gan Ruins
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 4 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: (Possible Villain)

    Scorched Ruins Card 1:
    Katazuul
    Villain 2
    Type: Monster
    Traits: Trigger Outsider Demon Veteran
    To Defeat: Combat 15
    When you examine this card, recharge a random card, then shuffle Katazuul back into the location deck she came from.
    Katazuul is immune to the Electricity and Poison traits and cannot be evaded.
    Before you act, each character must succeed at a Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number or be dealt Combat damage equal to the number of cards that have the Attack trait and weapons in her hand.
    The difficulty to defeat is increased by three times the scenario’s adventure deck number.
    Scorched Ruins Card 2:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Scorched Ruins Card 3:
    Deathgrip
    Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Scorched Ruins Card 4:
    The Evil Eye
    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.
    Scorched Ruins Card 5:
    Stabbing Spear Staircase
    Barrier 1
    Traits: Obstacle Trap Piercing Elite
    To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
    Scorched Ruins Card 6:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Scorched Ruins Card 7:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Scorched Ruins Card 8:
    Forgotten Pharaoh Cultists
    Henchman B
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from
    Scorched Ruins Card 9:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Scorched Ruins Card 10:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Scorched Ruins Card 11:
    Acid Mantis
    Monster 1
    Traits: Trigger Vermin Acid Elite
    To Defeat: Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Scorched Ruins Card 12:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Scorched Ruins Card 13:
    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 non-blessing card that has the Gambling trait and draw it.

    Tower
    Closed
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Seoni/EmpTyger, Valeros/AbrahamZ, (Possible Villain), Lightning Storm


  • Deck Handler // Searching for: Spell 2

    Another day, another Blessing of Elements.

    Raheli wrote:

    Hand: Flask Thrower , Sapphire of Intelligence, Boots of Friendly Terrain, Corrosion, Game of Afterlife,

    Displayed: Flying Squirrel, Master Cartman, Kafar, Viper Strike,
    Deck: 8 Discard: 1 Buried: 1
    Notes:
    Sideboard cards:

    Raheli shares the knowledge of Corrosion with Grazzle. Give Card

    Corrosion:
    Traits
    Magic
    Arcane
    Divine
    Acid

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Discard Grazzle's BotE

    BYA Wisdom 7: 2d6 ⇒ (3, 1) = 4

    Discard Flask Thrower

    Recharge Game of Afterlife, Boots of Friendly Terrain and Sapphire of Intelligence. Discarding Valeros' Blessing of Abadar and Grazzle's BotG

    Combat 21: 1d10 + 1 + 1d8 + 2d4 + 1d10 + 1d10 ⇒ (9) + 1 + (5) + (3, 1) + (3) + (9) = 31

    Katazuul falls to Raheli's telekenetic winds!


    9–00D: STORMING THE GATES - COMPLETED

    REWARDS:

  • Report 1 success to the Overseer GM, or 2 successes if you closed both the Scorched Ruins and Tower. (2 successes reported!)
  • Each character chooses three types of boons other than loot and draws a card of each type from the game box.
  • Adventure Card Guild characters may choose a bonus deck upgrade.

  • Players may continue replaying this scenario until the adventure is over, and will continue reporting successes in the process.

    DEVELOPMENT:

    Pierced with ballista bolts and hemmed in by Pathfinders on all sides, the treachery demon Katazuul collapses. The portal shrinks, much to the consternation of demons waiting on the other side. Several frantically tear their way out to reinforce the struggling fiend army, which is on the verge of defeat.

    Help Absalom deal the killing blow, and end this threat once and for all!

    ACQUIRED CARDS:

    Kafar (Ally B)

    Tussah Silk Coat (Armor B)

    Blessing of the Elements (Blessing B)
    Blessing of the Ancients (Blessing B)

    Smoked Glass Goggles (Item B)
    Compass (Item B)
    Canteen (Item B)
    Anubis Staff (Item 1)

    Viper Strike (Spell B)
    Clinging Venom (Spell B)

    Torch (Weapon B)
    Flask Thrower (Weapon 2)

    Plus a total of 12 more boons from the scenario reward.


  • Additionally...

    ADVENTURE 9-00: ASSAULT ON ABSALOM - COMPLETED

    ADVENTURE REWARD:

  • Each character gains a card feat.

  • For completing an adventure, all players get a Die Bump automatically.

    Note that you get this regardless of whether you chose to play for Tier Advancement or not.


  • First lot of Boon draws. (I will allow each of these players an optional mulligan/redraw of their boons if it turns out I was mistaken about being unable to pick the same card type more than once.)

    The following items are added to the list of acquired boons to pick Deck Upgrades from.

    Grazzle

    Detect Undead (Spell 1):

    Spell 1
    Traits: Magic Divine
    To Acquire: Wisdom Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Canopic Wrap (Armor 2):

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

    Item B
    Traits: Liquid Fire Alchemical Basic
    To Acquire: Intelligence Craft 5
    Banish this card to reduce Fire 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 bane that has the Fire trait.

    Raheli

    Blessing of Nethys (Blessing 0):

    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.
    Fireblade (Spell 0):

    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.
    Magnifying Glass (Item 0):

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


    Seoni

    Acute Senses (Spell 0):

    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card. After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
    Mahga Threefingers (Ally 0):

    Ally B
    Traits: Half-Orc Ranger
    To Acquire: Charisma Diplomacy 8
    Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result. Discard this card to explore your location.
    Crocodile Skin Armor (Armor 0):

    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.


    Valeros

    Acid Jet (Spell 0):

    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.
    Hyaenodon (Ally 0):

    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card. When you defeat a monster, you may reveal this card to recharge a random card from your discard pile. Discard this card to examine your location. Then you may explore your location.
    Staff of Minor Healing (Item 1):

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

    FULL LIST OF ACQUIRED CARDS:

    Kafar (Ally B)
    Hyaenodon (Ally 0)
    Mahga Threefingers (Ally 0)

    Crocodile Skin Armor (Armor 0)
    Tussah Silk Coat (Armor B)
    Canopic Wrap (Armor 2)

    Blessing of Nethys (Blessing 0)
    Blessing of the Elements (Blessing B)
    Blessing of the Ancients (Blessing B)

    Magnifying Glass (Item 0)
    Fire Ward Gel (Item 0)
    Smoked Glass Goggles (Item B)
    Compass (Item B)
    Canteen (Item B)
    Staff of Minor Healing (Item 1)
    Anubis Staff (Item 1)

    Fireblade (Spell 0)
    Acute Senses (Spell 0)
    Acid Jet (Spell 0)
    Viper Strike (Spell B)
    Clinging Venom (Spell B)
    Detect Undead (Spell 1)

    Torch (Weapon B)
    Flask Thrower (Weapon 2)


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    My only preferred upgrades are:
    Armor 2: 1d1000 ⇒ 427
    Ally B: 1d1000 ⇒ 917


    Female Human Sorcerer/Element Master Deck Handler

    Gaining Card Feat: 7 spells
    Upgrading new spell into Spell 1 Locate Object
    Forfeiting bonus upgrade

    Absalom was saved. Seoni wandered the won battleground, observing the wreckage of the siege. It almost seemed as though she was searching for something, but the sorcerer gave no indication of what it might be. That answer would have to wait for another day.


      The wicked glabrezu Katazuul, pierced by ballista bolts and scorched by spells, collapses as her portal sputters and closes. A moment later, a brass horn sounds a triumphant fanfare to announce that the fiend-flesh army has been routed. The march back to Absalom is a jubilant one, though rumors are running wild through the streets as to exactly who the invaders were, what they wanted, and why undead spies sprang to life shortly after beacons appeared around Skyreach. Despite rampant speculation of the Grand Lodge’s involvement in the invasion, the citizens as a whole recognize the heroism with which Pathfinder agents personally averted disaster and rode at the vanguard of the city’s victorious forces. Absalom’s primarch Lord Gyr—whom few remember seeing during the attack—remains silent on the matter, though Siege Lord Wynsal Starborn delivers a speech within the hour personally recognizing the Society’s key role in protecting the City at the Center of the World.
      At the Grand Lodge, Ollysta Zadrian recounts news of the victory. “Soon after we stormed the siege castle and slew Katazuul, Absalom’s navy from Escadar arrived and sank what remained of the undead armada. Once again, Absalom has prevailed in the face of adversity!” Raising her armored fist in celebration, Zadrian shouts: “For Absalom! Absalom! Absalom!”
      Master of Swords Marcos Farabellus seems only to have grown more concerned since the siege began, and he confirms what many agents had discovered earlier. “Based on many reports from Pathfinders, we have a reason to believe the attack was a concerted effort driven by several enemies of the Pathfinder Society. We now know that it was Pasha Muhlia Al-Jakri—once a respected leader of many Pathfinders—who used the Black Echelon codebook to summon the undead saboteurs. We have reason to believe Grandmaster Torch was involved, at least enough that his minions attempted to usurp Gulgamodh to turn against Absalom. Finally, we learned the demons in the siege castle were vassals of a powerful demon that’s no stranger to the Society, and it is not difficult to deduce that ex-venture-captain Thurl had a hand in creating the fiend-flesh army. Today, we emerged victorious, and I assure you that we shall ascertain these villains’ true motives and put a stop to them.”

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