[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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Obsidian Entertainment

Bots for Grazzle

Wadjet's Day

Grazzle refreshes his companions: Discards Cure 2 and BoAbadar from deck. Both Valeros and Seoni heal 2

With Velriana's flight, Grazzle decides to hunt in the Dye Market

Shuffle Explore 11 is Villain/Blessing: 1d11 ⇒ 9

Yet another set of Crocodile Skin Armor

Acquire Constitution 4: 1d8 ⇒ 7

Why not have two? It matches my skin tone perfectly

Grazzle holds to preserve her closing abilities and discards one Crocodile Skin Armor. Banish Card 9 in Dye Market

Grazzle wrote:

Hand: Heavy Pick, Bestiary of Garund, Blessing of the Spellbound 1, Tussah Silk Coat, Detect Undead aq, Crocodile Skin Armor,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Spellbound: Discard to add 1 die or recharge to add 1 die to a spell.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +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> [ ] Add 2 to your check that invokes the Attack trait.
<Power 4>
<Power 5>


Deck Handler // Searching for: Spell 2

The hour now turns to Horus and Raheli.

Raheli explores the ruins with great curiosity. Perhaps these ruins will become a holy place once again. Such is the cycle of life.

Unsurprisingly a Ghoul leaps out from a shadow in an attempt to end and begin Raheli's life another way.

Recharge Black Spot for Dexterity Attack. Recharge Caltrops to help.And use Seoni's Black Spot

Combat 11: 1d10 + 1 + 1d8 + 1d4 + 3 ⇒ (3) + 1 + (4) + (2) + 3 = 13

With the help of a hex from Seoni, Raheli forces the creature against a forgotten tomb, taking it's undead limbs apart with the force of rocks and shrapnel slamming against it in a violent wind.

5 wrote:

Hand: Codex, Compass, Blessing of the Quartermaster 1, Frilled Lizard,

Displayed: Flying Squirrel,
Deck: 9 Discard: 1 Buried: 1
Notes: Please leave me with at least one blessing if you can.
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 [ ] 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.


Rapid work all, now that I'm awake have a scenario update!

Short answers to the questions posted in chat.

Random Scourge and Suffer a Scourge mean the same thing. I think this might partially just be an issue of the card database we're using here being slightly outdated, since it was initially from a pre-release build of Mummy's Mask.
Scourge cards are technically a card type - seperate to any boon or bane - and when you need to pick them randomly you consult the Scourge die in all cases.

Yes you could continue your turn if an effect moves you after closing off a henchman.

Yes Menacing Backsword - and Ultimate Intrigue - is pretty great. Just wait until you see the Corrosive Backsword!

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

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.
  • 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.

    During This Scenario:

  • If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by 2.

    Turn: 8, Seoni/EmpTyger

    Random Monsters:

    Monster 1
    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 2

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

    Monster 3

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

    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:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    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 3

    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 4

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

    Barrier 5

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

    it. Banish this card and shuffle the remaining cards into the location deck.


    Random Weapons:

    Weapon 1
    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 2

    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 3

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

    Weapon 4

    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 5

    Spoiler:
    Shock Glaive +1
    Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with

    weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.


    Random Spells:

    Spell 1
    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.

    Spell 2

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

    discarding it.

    Spell 3

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

    Spell 4

    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.

    Spell 5

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

    it.


    Random Armor:

    Armor 1
    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 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:
    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 Helmet
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card

    instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 5

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

    Random Items:

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

    Item 2

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

    Item 3

    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 4

    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 5

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

    Random Allies:

    Ally 1
    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 2

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

    Ally 3

    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 4

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

    Ally 5

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

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

    Blessing 4

    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 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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 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 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 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 5 - Turn 5 Valeros

    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 Grazzle

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

    of random cards from his discard pile.

    Blessings Deck Card 7 - Turn 7 Raheli

    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 8 - Turn 8 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 9 - Turn 9 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 10 - Turn 10 Grazzle

    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 11 - Turn 11 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 12 - Turn 12 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 13 - Turn 13 Valeros

    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 14 - Turn 14 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 15 - Turn 15 Raheli

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

    Blessings Deck Card 18 - Turn 18 Grazzle

    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 19 - Turn 19 Raheli

    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 20 - Turn 20 Seoni

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

    of random cards from his discard pile.

    Blessings Deck Card 21 - Turn 21 Valeros

    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 22 - Turn 22 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.

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Grazzle/Bigguyinblack

    Dye Market Card 1:
    Antitoxin
    Item B
    Traits: Liquid Poison Alchemical Basic
    To Acquire: Intelligence Knowledge Craft 5
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
    Dye Market Card 2:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit is immune to the Fire trait.
    If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Dye Market Card 3:
    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.

    Dye Market Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dye Market Card 5:
    Scarab Swarm
    Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Dye Market 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.
    Dye Market Card 7:
    Crocodile Skin Lamellar
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Dye Market Card 8:
    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.
    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits: Clothing Light Armor Basic
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may

    reveal this card.

    Dye Market Card 10:
    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.

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

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

    it.

    Alchemical Laboratory Card 2:
    Ring of the Godless
    Item B
    Traits: Accessory Magic
    To Acquire: Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.
    Alchemical Laboratory Card 3:
    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.
    Alchemical Laboratory Card 4:
    Feather of Maat
    Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Alchemical Laboratory Card 5:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Laboratory Card 6:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Alchemical Laboratory Card 7:
    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.
    Alchemical Laboratory Card 8:
    Bladeguard
    Item B
    Traits: Liquid Acid Alchemical Basic
    To Acquire: Intelligence Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
    Alchemical Laboratory Card 9:
    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.
    Alchemical Laboratory Card 10:
    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.

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

    Ruined Temple Card 1:
    Blessing of Wadjet
    Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Ruined Temple Card 2:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 4:
    Ghost Battling Ring
    Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait,

    use twice the adventure deck number instead.

    Ruined Temple Card 5:
    Stoneskin
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you

    fail, discard it.

    Ruined Temple Card 6:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 7:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Ruined Temple Card 8:
    Catching Cape
    Armor B
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 9:
    Black Kiss
    Ally 1
    Traits: Half-Elf Alchemist Hireling
    To Acquire: Intelligence Craft Charisma Diplomacy 10
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Great Library of Tephu
    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

    Guardian Vault
    Closed
    At This Location: If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Female Human Sorcerer/Element Master Deck Handler

    During Raheli’s turn
    Arcane 6: 1d12 + 3 ⇒ (10) + 3 = 13
    Black Spot is recharged
    Seoni wasn’t sure if the ghoul’s history with Raheli was as complicated as Valeros and Velriana’s, but she cast a spell against this undead too.

    (Seoni’s turn)
    Moving to Alchemical Laboratory

    Exploring Alchemical Laboratory 1: Clinging Venom

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

    Arcane 4: 1d12 + 3 ⇒ (10) + 3 = 13
    Clinging Venom is acquired
    With the enemy revealed, Seoni went back into the library, to see what she had been plotting in her. It was bad. “What a nasty poison. Good thing it won’t be unleashed on the citizenry!”

    Discarding Menagerie Keeper to explore Alchemical Laboratory 2: Ring of the Godless

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

    Wisdom 5: 1d6 ⇒ 3
    Ring of the Godless is banished
    There was also simple silver ring. Seoni didn’t look at it twice, assuming it to be mundane.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Blessing of the Gods 4, Spellbook, Sage, Force Missile, Frostbite, Tussah Silk Coat,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes: Okay to cure
    Ask before using: Blessing of the Gods
    Can use without asking: Blessing if would recharge

    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 [] 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)

    It is the hour of the Ancients.

    Valeros heads to the Dye Market to see if they have any dye that would work with his beard. If he grows a beard.

    Explore Dye Market Card 1

    A merchant tries to persuade Valeros that what he really needs is some Antitoxin

    Int 5: 1d6 ⇒ 4

    ... but Valeros still hasn't found his purse and he continues on.

    Discard Sorrowsoul to explore

    Explore Dye Market Card 2

    Suddenly, a Magma Spirit leaps out at Valeros, singing him and Grazzle with 1 Fire dmg each. Per the location power, suffer the Scourge of the Ravenous

    Discard Spiked Chain for 1 Fire dmg

    Revealing Shock Glaive +1

    Combat 9: 1d10 + 5 + 1d10 + 1 ⇒ (5) + 5 + (6) + 1 = 17

    With the Magma spirit defeated, Valeros is curious about what else he might find. Discarding Blessing of Gorum to explore

    Explore Dye Market Card 3

    Just then, Valeros sees a vision of his forgotten Osirion Ancestor who appears like a ghost from the past to warn him of trials ahead.

    Diplomacy 8: 1d8 + 3 ⇒ (8) + 3 = 11 Acquired

    .. Valeros finds the ghost somehow comforting and agrees to its company.

    Osirion Ancestor is displayed

    Recharging Osirion Ancestor to examine top card of Dye Market (Card 4)

    What's this?! Another Black Echelon Operative!

    Black Echelon Operative:

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

    Recharging Shock Glaive +1, also adding 1d6 from Osirion Ancestor

    Combat 11+4+3: 1d10 + 5 + 1d10 + 1 + 1d8 + 1d6 ⇒ (10) + 5 + (3) + 1 + (2) + (4) = 25

    Valeros vanquishes the Black Echelon Operative but the Dye Market remains open because he is still looking for some good beard dye. In case he grows a beard. Valeros doesn't have 3 different types of boons in hand, so he can't close the location.

    After his fight with the Operative, Valeros is terribly hungry. Ravenous in fact.

    Curse of the Ravenous: 1d4 ⇒ 4 Valeros has no items in Discard, so it has no effect.

    Reset hand, end turn

    Valeros wrote:

    Hand: Unshakable Chill aq, Blessing of the Gods, Chain Mail 2, Sharper, Greatsword,

    Displayed: Curse of the Ravenous,
    Deck: 8 Discard: 4 Buried: 1
    Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location; Blessing of the Gods; If any of the casters comes to my location (Dye Market) I will give you Unshakable Chill spell at the start of my next turn
    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.

    Grazzle, you suffer 1 Fire dmg. If this is not reduced to 0, you also suffer the Curse of the Ravenous

    Obsidian Entertainment

    GrazzleBot Engaged Thoth-Day

    Grazzle gets burned with just the wrong kinds of armor. Discards the Tussah Silk Coat and now has Curse of the Ravenous

    After a less than profitable excursion to the Dye Market, Grazzle joins Seoni at Alchemical Laboratory.

    As is the painful lot of Grazzlebot, he is surprised by a Poison Blade Trap.

    Discard Seoni's BotG. Sorry!

    Dexterity 5: 2d6 ⇒ (5, 6) = 11

    Good News: Bane is gone. Bad News, overkill. Seoni and Grazzle take 1d4 Acid Each

    Acid Damage: 1d4 ⇒ 1 Recharging Crocodile Skin Armor to prevent the damage

    Grazzle expertly avoids the trap but triggers a chemical reaction when he jumps into some experimental equipment.

    Grazzle searches for our enemies Recharges Detect Undead

    He discovers a Feather of Maat

    I'm going to hold there. Grazzle could auto-acquire the feather by spending a BotS to explore, but that's a not obvious choice. Depending on where we are when non-bot comes in, there's a reasonable retcon to go get it. I'm erring on the side of caution. Especially with the Curse

    Curse of the Ravenous: 1d4 ⇒ 3

    Sadly buried Cure 2

    Grazzle wrote:

    Hand: Heavy Pick, Bestiary of Garund, Blessing of the Spellbound 1, Fireblade, Frigid Blast, Blessing of the Gods,

    Displayed: Curse of the Ravenous,
    Deck: 7 Discard: 3 Buried: 1
    Notes: Spellbound: Discard to add 1 die or recharge to add 1 die to a spell.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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> [ ] Add 2 to your check that invokes the Attack trait.
    <Power 4>
    <Power 5>


    Deck Handler // Searching for: Spell 2

    Raheli continues through the Ruins on Ancients day.

    She finds a long forgotten shrine to Wadjet. Raheli tries to remember the right words to get a Blessing of Wadjet.

    Discard Codex

    Knowledge 7: 2d8 + 2 ⇒ (4, 6) + 2 = 12

    Recharge Codex Knowledge 10: 1d8 + 2 ⇒ (1) + 2 = 3

    Raheli feels a great confidence that she's done the right prayers and follows discards her Compass.

    She finds etchings on a wall that point to the secrets of a spell that Find Traps. Raheli recalls the magics Grazzle used Recharging Grazzle's BotS

    Acquire Wisdom 6: 2d6 ⇒ (2, 2) = 4

    She can't quite get it. Foreign magic anyway.

    5 wrote:

    Hand: Fox, Grounding Staff, Blessing of the Quartermaster 1, Frilled Lizard, Blessing of Wadjet ,

    Displayed: Flying Squirrel,
    Deck: 7 Discard: 3 Buried: 1
    Notes: BotQ free to use as is Fox (1d4 to any Intelligence or Wisdom check.). Please leave me with at least one blessing (Wadjet) if you can.
    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 [ ] 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.

    And Grazzle's updated Hand

    Grazzle wrote:

    Hand: Heavy Pick, Bestiary of Garund, Fireblade, Frigid Blast, Blessing of the Gods,

    Displayed: Curse of the Ravenous,
    Deck: 8 Discard: 3 Buried: 1
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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> [ ] Add 2 to your check that invokes the Attack trait.
    <Power 4>
    <Power 5>


    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.
  • 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.

    During This Scenario:

  • If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by 2.

    Turn: 12, Seoni/EmpTyger

    Random Monsters:

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

    Monster 2

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

    Monster 3

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

    Monster 4

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

    Monster 5

    Spoiler:
    Death Hound
    Monster B
    Traits: Animal Curse Basic
    To Defeat: Combat 7 THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    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 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

    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.

    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:
    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.

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

    Spell 5

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

    Random Armor:

    Armor 1
    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 2

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

    Armor 3

    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude Craft 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Armor 4

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

    Armor 5

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

    Random Items:

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

    Item 2

    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 3

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

    Item 4

    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 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Idorii
    Ally 1
    Traits: Half-Elf Fighter
    To Acquire: Melee Charisma Diplomacy 9
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    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:
    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 4

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

    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 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 2

    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.

    Blessing 3

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Valeros

    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 2 - Turn 2 Grazzle

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

    Blessings Deck Card 3 - Turn 3 Raheli

    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 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 5 - Turn 5 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 6 - Turn 6 Grazzle

    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 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 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 9 - Turn 9 Valeros

    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 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 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 12 - Turn 12 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 13 - Turn 13 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 card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 14 - Turn 14 Grazzle

    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 15 - Turn 15 Raheli

    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 16 - Turn 16 Seoni

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

    Blessings Deck Card 17 - Turn 17 Valeros

    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 18 - Turn 18 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.

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Valeros/AbrahamZ

    Dye Market Card 1:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dye Market Card 2:
    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.
    Dye Market Card 3:
    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.
    Dye Market Card 4:
    Crocodile Skin Lamellar
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Dye Market Card 5:
    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.
    Dye Market Card 6:
    Armored Kilt
    Armor B
    Traits: Clothing Light Armor Basic
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
    Dye Market Card 7:
    Blessing of Nethys
    Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Grazzle/Bigguyinblack, Seoni/EmpTyger

    Alchemical Laboratory Card 1 (Feather of Maat):
    Feather of Maat
    Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
    Alchemical Laboratory Card 2:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Laboratory Card 3:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory Card 5:
    Bladeguard
    Item B
    Traits: Liquid Acid Alchemical Basic
    To Acquire: Intelligence Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
    Alchemical Laboratory Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Alchemical Laboratory Card 7:
    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.

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

    Ruined Temple Card 1:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 2:
    Ghost Battling Ring
    Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
    Ruined Temple Card 3:
    Stoneskin
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Ruined Temple Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 5:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Ruined Temple Card 6:
    Catching Cape
    Armor B
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 7:
    Black Kiss
    Ally 1
    Traits: Half-Elf Alchemist Hireling
    To Acquire: Intelligence Craft Charisma Diplomacy 10
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Great Library of Tephu
    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

    Guardian Vault
    Closed
    At This Location: If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Grazzle's deck Desired upgrades: None until tier 3

    Minor retcon, Rerolling the d6 vs the barrier via Dilapidated Plaza in hopes of not splashing Seoni with acid. Burying Heavy Pick.

    d6 reroll: 1d6 ⇒ 6

    Grazzle wrote:

    Hand: Blessing of the Spellbound 2, Bestiary of Garund, Fireblade, Frigid Blast, Blessing of the Gods,

    Displayed: Curse of the Ravenous,
    Deck: 7 Discard: 3 Buried: 2
    Notes: Spellbound: Discard to add 1 die or recharge to add 1 die to a spell.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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> [ ] Add 2 to your check that invokes the Attack trait.
    <Power 4>
    <Power 5>


    Grazzle's deck Desired upgrades: None until tier 3

    Being a Diviner Grazzle sometimes sees the future.

    Discard Fireblade to recharge Blessing of the Spellbound to aid Seoni vs the Henchman.

    Grazzle wrote:

    Hand: Bestiary of Garund, Frigid Blast, Blessing of the Gods,

    Displayed: Curse of the Ravenous,
    Deck: 8 Discard: 4 Buried: 2
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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> [ ] Add 2 to your check that invokes the Attack trait.
    <Power 4>
    <Power 5>


    Female Human Sorcerer/Element Master Deck Handler

    (During Grazzle's turn)
    Acid damage: 1d4 ⇒ 3
    Discarding Force Missile, Frostbite, Tussah Silk Coat
    "Grazzle, wait, the poison is reactive to..." Before Seoni could get out her warning, the lizardman inadvertently caused the poison to ignite, slamming the sorcerer with acidic blowback.

    (Seoni's turn)
    Exploring Alchemical Laboratory 1: Feather of Maat

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

    Revealing Spellbook
    Knowledge 5: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10
    Feather of Maat is acquired
    A feather had somehow survived the acid. Seoni paged through one of her books. "I recognize this! It's a symbol of Maat."

    Discarding Sage to explore Alchemical Laboratory 2: Black Echelon Operative

    Black Echelon Operative:

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

    Discard Blessing of Maat to draw Force Missile. Using Grazzle's Blessing of the Spellbound (which recharges, but requires an additional card to be discarded as well)
    Combat 11+4=15: 2d12 + 2 + 2d4 ⇒ (2, 6) + 2 + (4, 3) = 17
    Black Echelon Operative is banished. Force Missile is recharged.
    A sage called out a warned as another operative emerged. Seoni instinctively blasted it with a force missile.

    Closing Alchemical Laboratory. Revealing Spellbook. Recharging Raheli's Fox
    INT 5+2=7: 1d8 + 1d4 + 1d4 ⇒ (2) + (3) + (1) = 6
    Using Dilapidated Plaza and burying Spellbook to reroll the 1
    INT 5+2=7: 5 + 1d4 ⇒ 5 + (2) = 7
    Alchemical Laboratory remains open. All non-Villain cards are banished from Alchemical Laboratory
    Turning her attention to the alchemical materials, the sorcerer consulted her spellbook again. "Hair of fox tail, ink-stained parchment." Seoni gave a satisfied smirk and pointed. "Reveal yourself, Velriana!"

    Ending turn. Resetting hand

    At the start of Valeros's turn, recharging Surgeon to cure Sage
    The surgeon did what she could to treat Seoni's acid burns.

    Seoni wrote:

    Hand: Lightning Touch, Surgeon, Blessing of the Gods 3, Blessing of the Gods 2, Bestiary of Garund, Blessing of the Gods 1,

    Displayed:
    Deck: 5 3 Discard: 5 6 Buried: 1
    Notes: Okay to cure
    Ask before using: 3 Blessings
    Can use without asking: Blessings if would recharge; Blessing for villain

    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 [] 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.


    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.
  • 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.

    During This Scenario:

  • If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by 2.

    Turn: 13, Valeros/AbrahamZ

    Random Monsters:

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

    Monster 2

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

    Monster 3

    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 4

    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 5

    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.

    Random Barriers:

    Barrier 1
    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 2

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

    Barrier 3

    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 4

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

    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:
    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.

    Weapon 2

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

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

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

    Spell 2

    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 3

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

    Spell 4

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

    Spell 5

    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.

    Random Armor:

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

    Armor 2

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

    Armor 3

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

    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:
    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.

    Random Items:

    Item 1
    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 2

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

    Item 3

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

    Item 4

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

    Item 5

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

    Random Allies:

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

    Ally 2

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

    Ally 3

    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.

    Ally 4

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

    Ally 5

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

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Maat
    Blessing 2
    Traits: Divine Maat
    To Acquire: Divine 6 OR Constitution Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing 2

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

    Blessing 3

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

    Blessing 4

    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.

    Blessing 5

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

    Top of Blessing Discard Pile:

    Blessing of the 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: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Grazzle

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

    Blessings Deck Card 2 - Turn 2 Raheli

    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 3 - Turn 3 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 4 - Turn 4 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 5 - Turn 5 Grazzle

    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 6 - Turn 6 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 7 - Turn 7 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 8 - Turn 8 Valeros

    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 9 - Turn 9 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 10 - Turn 10 Raheli

    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 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 12 - Turn 12 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 card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 13 - Turn 13 Grazzle

    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 14 - Turn 14 Raheli

    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 Seoni

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

    Blessings Deck Card 16 - Turn 16 Valeros

    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 17 - Turn 17 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.

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Valeros/AbrahamZ

    Dye Market Card 1:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dye Market Card 2:
    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.
    Dye Market Card 3:
    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.
    Dye Market Card 4:
    Crocodile Skin Lamellar
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Dye Market Card 5:
    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.
    Dye Market Card 6:
    Armored Kilt
    Armor B
    Traits: Clothing Light Armor Basic
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
    Dye Market Card 7:
    Blessing of Nethys
    Blessing B
    Traits: Divine Nethys
    To Acquire: Wisdom Perception 8 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack, Seoni/EmpTyger

    Alchemical Laboratory Card 1 (Velriana Unborn):
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

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

    Ruined Temple Card 1:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 2:
    Ghost Battling Ring
    Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
    Ruined Temple Card 3:
    Stoneskin
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
    Ruined Temple Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits: Trigger Undead Veteran
    To Defeat: Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 5:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Ruined Temple Card 6:
    Catching Cape
    Armor B
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 7:
    Black Kiss
    Ally 1
    Traits: Half-Elf Alchemist Hireling
    To Acquire: Intelligence Craft Charisma Diplomacy 10
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Great Library of Tephu
    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

    Guardian Vault
    Closed
    At This Location: If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


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

    EDIT: IGNORE THIS ENTIRE POST DUE TO RETCON. REDOING THE TURN IN A SEPARATE POST.

    It is the hour of the elements.

    Valeros languishes at the Dye Market. He's heard by carrier pigeon that his friends have pinned down his former beloved Velriana and will soon execute her. How depressing. Perhaps he should go shopping - a bit of retail therapy might help him cheer up. He heads out into the market, sure that if he can just find a nice trinket or two it will help him take his mind off the good times they once had.

    Explore Dye Market Card 1

    Instead, out of nowhere, one of Velriana's minions, a Black Echelon Operative attempts to get the jump on Valeros. No doubt this is just Valriana's attempt to share her love with Valeros one last time. But he will have none of it.

    Recharging Greatsword

    Combat 11+4+3: 1d10 + 5 + 2d6 + 1d10 ⇒ (10) + 5 + (2, 3) + (3) = 23

    Valeros makes quick work of the operative. With such foul creatures about he would have every right to simply shut down the Market once and for all, but he hates to see a good shopping trip end on such a murderous note, so he takes one last peak in hopes of finding a little something something.

    Discarding Blessing of the Gods to Explore

    Explore Dye Market Card 2

    Wouldn't you know it! Now bare-handed, Valeros finds himself face to face with a Scarab Swarm! May the Gods be with him! Using Seoni's Blessing of the Gods 1

    Combat 10: 2d10 + 2 ⇒ (6, 8) + 2 = 16

    Worst shopping trip ever! Valeros squashes the vermin under his feet and stops for an meal. After a day like this, he's feeling terribly hungry.

    Curse of the Ravenous: 1d4 ⇒ 2 Bury Mindblade and Sorrowsoul

    Reset hand & end turn

    Valeros wrote:

    Hand: Unshakable Chill aq, Greatclub, Chain Mail 2, Sharper, Blessing of Cayden,

    Displayed: Curse of the Ravenous,
    Deck: 7 Discard: 3 Buried: 3
    Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location; Blessing of Cayden; If any of the casters comes to my location (Dye Market) I will give you Unshakable Chill spell at the start of my next turn
    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.


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

    It is the hour of the elements.

    Valeros languishes at the Dye Market. He's heard by carrier pigeon that his friends have pinned down his former beloved Velriana and will soon execute her. How depressing. Perhaps he should go shopping - a bit of retail therapy might help him cheer up. He heads out into the market, sure that if he can just find a nice trinket or two it will help him take his mind off the good times they once had.

    Explore Dye Market Card 2

    Instead, out of nowhere, Valeros finds himself face to face with a Scarab Swarm!

    Revealing Greatsword

    Combat 10: 1d10 + 5 + 2d6 ⇒ (6) + 5 + (6, 3) = 20

    Valeros crunches the vermin under his feet and continues his shopping expedition.

    Discarding Blessing of the Gods to Explore

    Explore Dye Market Card 3

    The Dye market is turning out to be the least appealing shopping mall Valeros has ever visited! Why would anyone have put a Corridor Dart Trap in the middle of the concourse?!?

    Dex 10: 1d6 ⇒ 5 The barrier is undefeated and shuffled back into the location deck
    Ranged combat dmg: 1d4 ⇒ 1 Recharge Chain Mail 2 to reduce dmg to 0

    Worst shopping trip ever! Valeros stops for an meal. After a day like this, he's feeling terribly hungry.

    Curse of the Ravenous: 1d4 ⇒ 4 No effect due to no items in Discard

    Reset hand & end turn

    Valeros wrote:

    Hand: Unshakable Chill aq, Greatclub, Blessing of Abadar, Sharper, Greatsword,

    Displayed: Curse of the Ravenous,
    Deck: 7 Discard: 5 Buried: 1
    Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location; Blessing of Abadar (+2 dice vs barrier); If any of the casters comes to my location (Dye Market) I will give you Unshakable Chill spell at the start of my next turn
    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.


    Grazzle's deck Desired upgrades: None until tier 3

    Blessing of Maat is up.

    The end is nigh and Grazzle hunts down Velriana Unborn.

    Rahali buries Blessing of Wadjet to close Ruined Temple. Valeros discards weapon spell, and ally to close Dye Market.

    "There is no escape for you now."

    She tries to confuse him but his allies keep his head clear.

    Seoni might be another matter. Wisdom or Perception 8 check or take 1d4 cold.

    Moving on for now, It is late here.

    Wisdom 8 using Raheli's Fox, Raheli's Blessing of the Quartermaster, and revealing my Bestiary of Garund: 2d10 + 2d4 ⇒ (8, 6) + (4, 2) = 20

    Grazzle sees through her trickery and blasts her with cold.

    combat 14 using Frigid Blast, Valeros's Blessing of Abadar, my Blessing of the Gods, and discarding Bestiary of Garund: 3d8 + 3d4 + 4 ⇒ (8, 4, 8) + (1, 3, 2) + 4 = 30

    She sprays acid on Grazzle and Seoni as she dies but Grazzle heals it all later.

    Location Closed and no reinforcements used.


    Deck Handler // Searching for: Spell 2

    Opening hand next Scenario: Raheli starts at Smoking Den

    Raheli wrote:

    Hand: Amulet of Life, Fox, Noxious Bomb, Blessing of the Elements, Codex, Blue Star,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes:
    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

    Gaining Power Feat: Hand Size 7
    Upgrading Spell B Black Spot into Spell B Fire Snake
    Starting at Vizier's Hill
    Seoni picked up some extra knowledge from the Dark Archive, but the looters were back out. "Time to fight fire with fire." The sorcerer hoped the vizier would be helpful again.

    Seoni wrote:

    Hand: Confusion, Spellbook, Frostbite, Lightning Touch, Fire Snake, Force Missile, Blessing of the Gods 4,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Notes: Confusion lets someone else at my location encounter a monster instead of me. Hoping to use Fire Snake on Conflagrations
    Ask before using: Blessing of the Gods
    Can use without asking: Blessing if would recharge; Blessing for Conflagration

    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.


    9–00B: THE BLACK ECHELON STRIKES - COMPLETED

    REWARDS:

  • 1 success was reported to the Overseers for the Dark Archive.
  • For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot item Game of Afterlife and 1 character may temporarily replace 1 spell in his deck with the spell Remove Curse. At the end of each scenario, return the cards to the game box.
    Remove Curse:
    Spell B
    Traits: Magic Arcane Divine Basic
    To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.
    Game of Afterlife:
    Loot B
    Type: Item
    Traits: Object Gambling
    To Acquire: None
    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.

    TIER REWARDS:

  • All characters who are playing for Tier Advancement earn a Power Feat.

    DEVELOPMENT:

    You have left the Black Echelon’s broken bones behind you, to the cheers of Absalom’s defenders. Already you can see Absalom’s flag hoisted once more over key forts, and flares of light explode overhead to confuse the enemy.

    The city’s not safe yet though—another contingent of Black Echelon forces has set its sights on a different strategic location. As Absalom’s guards and defenders rush to further secure the places you have just retaken, it falls to you to forge ahead!

    ACQUIRED CARDS:

    Osirion Ancestor (Ally B)

    Crocodile Skin Armor (Armor B)

    Blessing of Wadjet (Blessing B)

    Feather of Maat (Item B)

    Clinging Venom (Spell B)
    Unshakable Chill (Spell B)
    Detect Undead (Spell 1)


  • 9–00A: A CITY IN CHAOS (Round 2!)

    Scenario Intro, again:
    The appearance of undead saboteurs has disrupted Absalom’s best-laid plans to fend off the imminent siege, and the city struggles to regain its balance. Each district’s guards are already overburdened while patrolling the walls, fighting fires, and averting sundry other catastrophes. Some citizens have chipped in, but with communication channels disrupted, coordination is a mess. To make matters worse, the weapons merchants seem to be colluding to extort the city, and several noble families have opted to flee or seal themselves in their estates rather than lend their aid. Absalom doesn’t just need heroes; it needs leaders.

    The Pathfinder Society can help—in fact, its factions have accumulated resources and power for just these kinds of heroics. There are ample opportunities to help beyond addressing the smaller-scale disasters, and the choice is yours.

    The Exchange faction has put on considerable economic muscle, and its leader Aaqir al’Hakam knows that Absalom’s weapons merchants have been meeting in secret for the past day. He’s found proof that they’re planning to hide their wares and jack up their prices to profit off the city’s desperation. If you can convince them to stand down by infiltrating their meeting houses, Absalom would receive much-needed weaponry. If the merchants won’t cooperate, you are deputized to knock some heads together.

    The Sovereign Court faction supports upstanding nobles and seeks to correct—or oust—those who give the aristocracy a bad name. Absalom’s noble houses at first swore to lend their personal guards and political clout to defending the city, but upon seeing the invading army, several lesser houses have instead taken shelter or attempted to flee. The Sovereign Court leader Gloriana Morilla is dismayed by this cowardice and hopes that you can cajole the nobles into fulfilling their obligation to Absalom.

    The Scarab Sages excel at unearthing ancient secrets for the modern era’s benefit. Their leaders Amenopheus and Tahonikepsu have identified that an ancient and arcane weapon lies beneath the abandoned Precipice District. If you can track down and activate the weapon, surely it could help repel the invaders. Just watch out for the district’s looters and urban legends of restless dead that still wander the area.

    And, as per the rules of the Special, it's time to re-complete 9-00A. You will alternate between these two scenarios until Part 3 officially is announced; I am not sure when that is, but I would anticipate within a week from now or so.

    =========

    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.
  • 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.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Exchange:
    Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.
    Scarab Sages:
    Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.

  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.

    Turn: 1, Grazzle/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Monster 2

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

    Monster 3

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

    Monster 4

    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.

    Monster 5

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

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    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.

    Weapon 2

    Spoiler:
    Falcata
    Weapon B
    Traits: Sword Melee Slashing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 3

    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 4

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

    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:
    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 2

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

    Spell 3

    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.

    Spell 4

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

    Spell 5

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

    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:
    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.

    Armor 3

    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 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:
    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:
    Wing of Horus
    Item B
    Traits: Trigger Object Magic Horus
    To Acquire: Dexterity Knowledge Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 2

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

    Item 3

    Spoiler:
    Ghost Battling Ring
    Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 4

    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 5

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

    Random Allies:

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

    Ally 2

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

    Ally 3

    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.

    Ally 4

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

    Ally 5

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

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Raheli

    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 2 - Turn 2 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 3 - Turn 3 Valeros

    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 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 5 - Turn 5 Raheli

    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 6 - Turn 6 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 7 - Turn 7 Valeros

    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 Grazzle

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

    Blessings Deck Card 9 - Turn 9 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 10 - Turn 10 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 11 - Turn 11 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 12 - Turn 12 Grazzle

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

    Blessings Deck Card 13 - Turn 13 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 14 - Turn 14 Seoni

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

    Blessings Deck Card 15 - Turn 15 Valeros

    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 Grazzle

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

    Blessings Deck Card 17 - Turn 17 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 18 - Turn 18 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 19 - Turn 19 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 20 - Turn 20 Grazzle

    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 21 - Turn 21 Raheli

    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 22 - Turn 22 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 23 - Turn 23 Valeros

    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 24 - Turn 24 Grazzle

    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 25 - Turn 25 Raheli

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

    Blessings Deck Card 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 Grazzle

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

    Blessings Deck Card 29 - Turn 29 Raheli

    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.

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

    Smoking Den Card 1:
    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.
    Smoking Den Card 2:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Smoking Den Card 6:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Smoking Den Card 7:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    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.
    Smoking Den Card 10:
    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.

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

    Surgery Card 1:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Surgery Card 2:
    Pahmet Clansman
    Ally B
    Traits: Dwarf Cleric Basic
    To Acquire: Charisma Diplomacy Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
    Surgery Card 3:
    Noxious Bomb
    Item B
    Traits: Liquid Attack Poison Ranged Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
    Surgery Card 4:
    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
    Surgery Card 5:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Surgery Card 6:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit is immune to the Fire trait.
    If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Surgery Card 7:
    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.
    Surgery Card 8:
    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.
    Surgery Card 9:
    Acid Splash
    Spell B
    Traits: Magic Arcane Acid Attack
    To Acquire: Intelligence Arcane 4
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Surgery Card 10:
    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.

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

    Vizier's Hill Card 1:
    Blessing of Bastet
    Blessing B
    Traits: Divine Bastet Gambling
    To Acquire: Divine 6 OR Stealth Disable Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Vizier's Hill Card 2:
    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.
    Vizier's Hill Card 3:
    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.
    Vizier's Hill Card 4:
    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.
    Vizier's Hill Card 5:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 6:
    Curse of Teeth and Fleas
    Barrier 2
    Traits: Trigger Curse Magic
    To Defeat: Wisdom Survival Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
    Vizier's Hill Card 7:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    Vizier's Hill Card 8:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Vizier's Hill Card 9:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Vizier's Hill Card 10:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Precinct of Left Eyes Card 1:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precinct of Left Eyes Card 2:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
    Precinct of Left Eyes Card 3:
    Blessing of Ra
    Blessing B
    Traits: Divine Ra Fire
    To Acquire: Divine 6 OR Strength Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Precinct of Left Eyes Card 4:
    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.
    Precinct of Left Eyes Card 5:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
    Precinct of Left Eyes Card 6:
    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.
    Precinct of Left Eyes Card 7:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Precinct of Left Eyes Card 8:
    Djinni Quarterstaff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee 6 OR Arcane Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
    Precinct of Left Eyes Card 9:
    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.
    Precinct of Left Eyes Card 10:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.


  • The Dark Archive has recovered the missing codebook, allowing Zarta Dralneen and her agents to create contradictory signals that confuse the Black Echelon undead.

    The Dark Archive faction’s special condition is in effect: 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.


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

    No feat due to not taking tier upgrades.
    Card upgrade (Blessing B): replace Blessing of the Gods with Blessing of Asmodeus (Ultimate Intrigue B)
    No interest in either of the Loot cards

    Starting Location: Smoking Den
    Drawing hand - favored card type: ally
    I'm fine with either of the Faction objectives - I think there's been a preference stated for Scarab Sages.

    Valeros wrote:

    Hand: Sorrowsoul, Blessing of Asmodeus, Blessing of Cayden, Staff of Minor Healing, Blessing of Gorum,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Sorrowsoul: Reveal my ally to add +1d6+1 to your combat checks at my location; Blessing of Gorum (+1 die any check or +2 dice for combat Str check); Blessing of Asmodeus (+1 die any check); Blessing of Cayden (+1 die any check or +2 dice any non-combat Str or Con check); Sorrowsoul (On a check against a bane by a character at your location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1)
    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.

    Valeros is ready to go!


    Grazzle's deck Desired upgrades: None until tier 3

    Grazzle took the final turn last game so I'm not sure why he is supposed to go first this game. Also I think you forgot to add the Conflagrations.

    Grazzle wrote:

    Hand: Cure 2, Frigid Blast, Heavy Pick, Blessing of the Spellbound 1, Cure 1, Bestiary of Garund,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes: Spellbound: Discard for 1 die or recharge for 1 die to spells.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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.
    <Power 4>
    <Power 5>


    Female Human Sorcerer/Element Master Deck Handler

    (Botting Raheli per Nathan's instruction)
    Displaying Flying Squirrel

    Conflagration: Recharging 3 Items: Amulet of Life, Codex, Blue Star
    Disable 9+2=11: 1d10 + 3 + 3d4 ⇒ (2) + 3 + (1, 2, 3) = 11
    Conflagration is banished
    Revealing Noxious Bomb to examine Smoking Den 1: Burning Tar

    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.

    Exploring Smoking Den 1: Burning Tar
    Acrobatics 6: 1d10 + 3 ⇒ (8) + 3 = 11
    Burning Tar is banished

    Discarding Blessing of the Elements to explore Smoking Den 2: Vanth

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

    Scourge: 1d6 ⇒ 1
    Displaying Curse of Poisoning
    Recharging Fox for DEX combat. Recharging 1 Item: Noxious Bomb. Valeros reveals Ally Sorrowsoul
    Combat 13: 1d10 + 1 + 1d8 + 1d4 + 1d6 + 1 ⇒ (10) + 1 + (2) + (3) + (5) + 1 = 22
    Vanth is banished

    Ending turn. Resetting hand
    Scourge of Poisoning: 1d6 ⇒ 3
    Recharging Blessing of the Quartermaster

    At the start of Seoni's turn, topdecking Flying Squirrel to move to Precinct of Left Eyes

    Raheli wrote:

    Hand: Compass, Old Salt, Blessing of the Quartermaster 1, Confusion, Corrosion,

    Displayed: Flying Squirrel, Curse of Poisoning,
    Deck: 10 9 Discard: 1 Buried: 0
    Notes:
    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

    (Seoni's turn)
    Conflagration: Discarding Fire Snake to use Arcane, revealing Spellbook, discarding Blessing of the Gods
    Arcane 9+2=11: 2d12 + 3 + 1d4 ⇒ (9, 10) + 3 + (2) = 24
    Conflagration is banished. Revealing Spellbook
    Arcane 8: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11
    Fire Snake is recharged
    Seoni was prepared for the flames this time, and snuffed them out like a snake charmer dropping a cobra into a basket.

    Exploring Vizier Hill 1: Blessing of Bastet

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

    Seoni cannot make a Divine 6 or Stealth/Disable/Craft 8 check. Blessing of Bastet is banished
    But the sorcerer couldn't get in to see the vizier just yet. A priestess of Bastet currently had an audience. Seoni sighed and waited her turn.

    Ending turn. Resetting hand

    At the start of Valeros's turn, recharging Surgeon to cure Blessing of the Gods
    At least her wounds could be treated while she waited.

    Seoni wrote:

    Hand: Confusion, Spellbook, Frostbite, Lightning Touch, Sage, Force Missile, Surgeon,

    Displayed:
    Deck: 9 7 Discard: 0 1 Buried: 0
    Notes: Confusion can let someone encounter a monster at my location instead of Seoni
    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)

    It is the hour of the elements.

    Explore Smoking Den Card 3

    Valeros is still looking for a way to light his cigar. Could a Blowgun be useful?

    Dex 5: 1d6 ⇒ 5 Acquired

    ... Maybe so, drops it into his pocket and continues on.

    Discard Blessing of Asmodeus to explore

    Explore Smoking Den Card 4

    Valeros meets a lovely shopkeeper, Minnothet, - perhaps he can persuade her to have tea with him?

    Discarding Blessing of Gorum Cayden

    Diplomacy 8: 2d8 + 3 ⇒ (2, 1) + 3 = 6

    Per discussion in Hangouts, and pending Stuart approval, I'm retconning this to use Blessing of Cayden instead of Blessing of Gorum. This allows me to add 2 dice to the check instead of 1, and making the check a Fort 8 instead of Diplomacy 8.

    One additional die for the check due to Blessing of Cayden: 1d8 ⇒ 5 Acquired Ally 2

    So, total result for Fort 8 check is 9 (8 on the dice and +1 for Valeros' Fort skill).

    After initially rebuffing him, once Valeros mentions his devotion to Cayden, and suggests that they get a pint of ale instead of a cup of tea, Minnothet reconsiders and agrees to come along with him.

    Discarding Minnothet to explore

    Explore Smoking Den Card 5

    Valeros meets a priest who tries to give him the Blessing of Abadar

    Discard Blessing of Gorum to add 1 die

    Dex 6: 2d6 ⇒ (2, 2) = 4 Not acquired

    But Valeros is still distracted by the lovely shopkeeper and cannot be bothered with religion right now.

    Valeros pauses to take a bit of an energy boost from his Staff of Minor Healing. Recharge Staff to recharge a random card from discard - Blessing of Gorum

    Valeros can't resist continuing his quest for a light for his cigar. Discard Sorrowsoul to explore

    Explore Smoking Den Card 6

    He spots a shiny Khopesh in a shop window.

    Melee 7: 1d10 + 5 ⇒ (4) + 5 = 9 Acquired

    After a busy afternoon, Valeros stops to take a rest.

    Reset hand - discard Khopesh, end turn

    Valeros wrote:

    Hand: Helpful Haversack, Blowgun aq, Shock Glaive +1, Spiked Chain +1, Greatclub,

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    "Notes: Use my cards as needed (I'll post a note if there's a specific reason not to).
    No ally: Reveal my ally to add +1d6+1 to your combat checks at my location; "
    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.


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

    Posting update following Grazzle healing Valeros for 5

    Valeros wrote:

    Hand: Helpful Haversack, Blowgun aq, Shock Glaive +1, Spiked Chain +1, Greatclub,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    "Notes: Use my cards as needed (I'll post a note if there's a specific reason not to).
    No ally: Reveal my ally to add +1d6+1 to your combat checks at my location; "
    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.


    Grazzle's deck Desired upgrades: None until tier 3

    Stacking my beginning of turn effects in a favorable manor.

    The adventure continues. And things are already getting exciting for Grazzle's allies so he sacrifices some blood to do some long range healing.

    Discarding 3 cards to Heal Valeros for 5, Raheli for 1 Find Traps, Tussah Silk Coat, Remove Curse.

    Fortunately there are many healers around to help.

    Using location power to heal 1 card. Find Traps.

    There seems to be some frantic activity. Grazzle investigates and for the second time during this seige there seems to be a major fire. Grazzle does what he can.

    Survival 9 using Raheli's Blessing of the Quartermaster 1 and her Corrosion: 3d10 + 2 ⇒ (7, 3, 1) + 2 = 13

    With some magic help from Seoni he manages to extinguish the flames.

    Time to explore for supplies.

    From the shadows "I see you were foolish enough to return."

    It is a Silver Chain Smuggler. Grazzle is alone.

    Diplomacy 5 revealing Bestiary of Garund: 2d4 ⇒ (3, 3) = 6

    After a quick conversation the smuggler agrees a simple beating is in order. This still does not appeal to Grazzle and he fights back.

    Combat 12 using and recharging Frigid Blast, Discarding Bestiary of Garund: 1d8 + 3d4 + 6 ⇒ (5) + (4, 2, 1) + 6 = 18

    Grazzle feels this place is clearly a hangout for ruffians and again explains security measures to the staf.

    Survival 8 discarding Blessing of the Spellbound: 2d10 + 2 ⇒ (4, 3) + 2 = 9

    Surgery closed.

    They close the doors and keep watch. Grazzle heals himself before moving on.

    Cast and recharge Cure 1 targeting self: 1d4 + 1 ⇒ (1) + 1 = 2

    Cast and recharge Cure 2 to get Remove Curse back in deck: 1d4 + 1 ⇒ (2) + 1 = 3

    Discard Heavy Pick and draw back up.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Blessing of the Spellbound 2, Blessing of the Gods, Magical Child, Bestiary of Garund, Blessing of Abadar,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes: Spellbound: Discard for 1 die or recharge for 1 die to spells. Abadar: +2 dice vs barriers
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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.
    <Power 4>
    <Power 5>


    Grazzle's deck Desired upgrades: None until tier 3

    Missed that Raheli had no way to recharge Corrosion. Going to retcon my turn a bit to not use it.

    Survival 9 using Raheli's Blessing of the Quartermaster 1: 2d10 + 2 ⇒ (7, 4) + 2 = 13

    Crises averted.


    Deck Handler // Searching for: Spell 2

    Nethys Time.

    Raheli readies herself to fight yet another Conflagration outside the Precinct. Her hair again begins the flame dance Recharge Compass for Character Power, and recharged Old Salt Bless him gets into the fire as well.

    Disable 11: 1d10 + 3 + 1d4 + 3 ⇒ (5) + 3 + (4) + 3 = 15

    Exhausted from fighting the fire, Raheli stumbles into the Precinct. A Silver Chain Smuggler waits in ambush. Raheli quickly blasts him with banished Confusion and escapes.

    Shuffle Precinct of Left Eyes before exploring

    Raheli wrote:

    Hand: Black Spot, Game of Afterlife, Frilled Lizard, Amulet of Life, Flying Squirrel, Corrosion,

    Displayed: Curse of Poisoning,
    Deck: 8 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Random Poisoning: 1d6 ⇒ 3

    Recharge Frilled Lizard. Display Flying Squirrel. Bury Game of Afterlife. Assuming he's cool with it discarding BotS from Grazzle for the Recharge.

    Recharge Intelligence 8: 2d8 ⇒ (7, 3) = 10

    Raheli wrote:

    Hand: Black Spot, Amulet of Life, Corrosion,

    Displayed: Flying Squirrel,
    Deck: 10 Discard: 1 Buried: 0
    Notes: Black Spot and Corrosion Available
    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.


    Grazzle's deck Desired upgrades: None until tier 3

    Use of blessing noted.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Blessing of the Gods, Magical Child, Bestiary of Garund, Blessing of Abadar,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Notes: Abadar: +2 dice vs barriers
    Sideboard cards:


    Female Human Sorcerer/Element Master Deck Handler

    Exploring Vizier's Hill 2: Returning Throwing Axe +1

    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.

    Seoni cannot make a DEX/Ranged 8 check. Returning Throwing Axe +1 is banished
    A courtier open the door. "The vizier will see whoever's next." Seoni stood up, but a mercenary dwarf axeman dexterously danced around her and slipped in ahead of the sorcerer. Fuming, Seoni sat back down to continue waiting.

    Discarding Sage to explore Exploring Vizier's Hill 3: Fireblade

    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.

    WIS 6: 1d6 ⇒ 4
    Fireblade is banished
    Seoni approached an official looking robed figure. "Excuse me, I understand things are busy, but we really need coordinate our efforts with the city government." The sage dismissed Seoni haughtily. "We shall coordinate our efforts with the higher powers, not parlor mages." Seoni rolled her eyes. This was so not the time for bureaucracy!

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Confusion, Spellbook, Frostbite, Lightning Touch, Blessing of the Gods 4, Force Missile, Blessing of the Gods 2,

    Displayed:
    Deck: 7 Discard: 1 Buried: 0
    Notes: Okay to cure. Confusion can let someone encounter a monster at my location instead of Seoni
    Ask before using: 2 Blessings of the Gods
    Can use without asking: Blessings if would recharge; Blessing for Conflagration

    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.


    Precinct Shuffled, all Conflagrations are cleared and the Surgery is closed. Also note the new Dark Archives power is in effect; listed in the Adventure Rules and in the header for the campaign.

    =========

    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.
  • 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.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Exchange:
    Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.
    Scarab Sages:
    Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.

  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Additional Rules:
    Conflagration:

    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number.

    While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    Turn: 8, Valeros/AbrahamZ

    Random Monsters:

    Monster 1
    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 2

    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 3

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

    Monster 4

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

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

    Barrier 4

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

    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:
    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.

    Weapon 2

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

    Weapon 3

    Spoiler:
    Falcata
    Weapon B
    Traits: Sword Melee Slashing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 4

    Spoiler:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5

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

    Random Spells:

    Spell 1
    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 2

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

    Spell 3

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

    Spell 4

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

    Armor 3

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

    Random Items:

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

    Item 2

    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 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:
    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 5

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

    Random Allies:

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

    Ally 2

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

    Ally 3

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

    Ally 4

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

    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 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.

    Blessing 2

    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 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 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.

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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 2 - Turn 2 Raheli

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

    Blessings Deck Card 3 - Turn 3 Seoni

    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 4 - Turn 4 Valeros

    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 5 - Turn 5 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 6 - Turn 6 Raheli

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

    Blessings Deck Card 7 - Turn 7 Seoni

    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 8 - Turn 8 Valeros

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

    Blessings Deck Card 9 - Turn 9 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 10 - Turn 10 Raheli

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

    Blessings Deck Card 11 - Turn 11 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 12 - Turn 12 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 13 - Turn 13 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 14 - Turn 14 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 15 - Turn 15 Seoni

    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 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 17 - Turn 17 Grazzle

    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 18 - Turn 18 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 19 - Turn 19 Seoni

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

    Blessings Deck Card 20 - Turn 20 Valeros

    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 21 - Turn 21 Grazzle

    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 22 - Turn 22 Raheli

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

    Blessings Deck Card 23 - Turn 23 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.

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

    Smoking Den Card 1:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Smoking Den Card 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.
    Smoking Den Card 3:
    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.
    Smoking Den Card 4:
    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.

    Surgery
    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,

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

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 3:
    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.
    Vizier's Hill Card 4:
    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.
    Vizier's Hill Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Vizier's Hill Card 6:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Vizier's Hill Card 7:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/NathanDavis,

    Precinct of Left Eyes Card 1:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.
    Precinct of Left Eyes Card 2:
    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.
    Precinct of Left Eyes Card 3:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precinct of Left Eyes Card 4:
    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.
    Precinct of Left Eyes Card 5:
    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.
    Precinct of Left Eyes Card 6:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Precinct of Left Eyes Card 7:
    Djinni Quarterstaff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee 6 OR Arcane Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
    Precinct of Left Eyes Card 8:
    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.
    Precinct of Left Eyes Card 9:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
    Precinct of Left Eyes Card 10:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.


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

    Valeros is still at the Smoking Den, still looking for a way to light his cigar. I wonder if maybe there's something in my haversack, he thinks.

    Reveal Helpful Haversack By Abadar, how could I have forgotten those prayer beads of Abadar I left in here! Discarding Helpful Haversack to add Blessing of Abadar to my hand

    Per location power, revealing Blowgun to examine top card What's this? *Another* Silver Chain Smuggler! Valeros knows how to deal with them!

    Explore Smoking Den Card 7 to encounter the Silver Chain Smuggler

    Silver Chain Smuggler:

    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Diplomacy 5: 1d8 + 3 ⇒ (7) + 3 = 10

    The smuggler tries to poison Valeros but he is on to their tricks. Recharging Spiked Chain +1

    Combat 12: 1d10 + 5 + 2d4 + 1 + 1d6 ⇒ (2) + 5 + (4, 1) + 1 + (2) = 15 The smuggler is defeated

    AYA: Examine Smoking Den Card 8: it is a Spell 2, Deathgrip. It is banished.

    Valeros has had enough of this Smoking Den - no matches, just loads of smugglers and miscreants. It's time to shut the place down!

    Just then, a beautiful Tomb Raider comes in and asks Valeros if he'd like to go help her raid some tombs. How can he possibly refuse!

    Auto-succeed the Diplomacy 4 check to acquire

    Smoking Den is Closed

    The smoking den close rule is now in effect: "For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait."

    Reset hand - discard Blowgun and Greatclub. End turn.

    Valeros wrote:

    Hand: Blessing of Abadar, Blessing of Gorum, Shock Glaive +1, Tomb Raider aq, Staff of Minor Healing,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    "Notes: Use my cards as needed (I'll post a note if there's a specific reason not to).
    Tomb Raider: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Blessing of Gorum (+2 dice to Str Combat check);
    Blessing of Abadar (+2 dice vs barrier);"
    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.


    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.
  • 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.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Exchange:
    Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.
    Scarab Sages:
    Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.

  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Additional Rules:
    Conflagration:

    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number.

    While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.


    Turn: 9, Grazzle/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Monster 2

    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 3

    Spoiler:
    Yellow Jelly
    Monster B
    Traits: Ooze Acid Basic
    To Defeat: Combat 8
    The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Monster 4

    Spoiler:
    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.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

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

    Barrier 3

    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 4

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

    Barrier 5

    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.

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

    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.

    Random Spells:

    Spell 1
    Spoiler:
    Fiery Glare
    Spell B
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    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:
    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.

    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:
    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 3

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

    Random Items:

    Item 1
    Spoiler:
    Holy Water Grenade
    Item B
    Traits: Liquid Magic Divine Basic
    To Acquire: Wisdom Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Item 2

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

    Item 3

    Spoiler:
    Ghost Battling Ring
    Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 4

    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 5

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

    Random Allies:

    Ally 1
    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 2

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

    Ally 3

    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.

    Ally 4

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

    Ally 5

    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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 3

    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 4

    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 5

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

    Top of Blessing Discard Pile:

    Blessing of Nethys:
    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 Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Raheli

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

    Blessings Deck Card 2 - Turn 2 Seoni

    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 Valeros

    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 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 5 - Turn 5 Raheli

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

    Blessings Deck Card 6 - Turn 6 Seoni

    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 7 - Turn 7 Valeros

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

    Blessings Deck Card 8 - Turn 8 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 9 - Turn 9 Raheli

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

    Blessings Deck Card 10 - Turn 10 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 11 - Turn 11 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 12 - Turn 12 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 13 - Turn 13 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 14 - Turn 14 Seoni

    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 15 - Turn 15 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 16 - Turn 16 Grazzle

    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 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 18 - Turn 18 Seoni

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

    Blessings Deck Card 19 - Turn 19 Valeros

    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 20 - Turn 20 Grazzle

    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 21 - Turn 21 Raheli

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

    Blessings Deck Card 22 - Turn 22 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.

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

    Surgery
    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,

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

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 3:
    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.
    Vizier's Hill Card 4:
    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.
    Vizier's Hill Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Vizier's Hill Card 6:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Vizier's Hill Card 7:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/NathanDavis,

    Precinct of Left Eyes Card 1:
    Hyaenodon
    Ally B
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.
    Precinct of Left Eyes Card 2:
    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.
    Precinct of Left Eyes Card 3:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precinct of Left Eyes Card 4:
    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.
    Precinct of Left Eyes Card 5:
    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.
    Precinct of Left Eyes Card 6:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Precinct of Left Eyes Card 7:
    Djinni Quarterstaff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee 6 OR Arcane Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
    Precinct of Left Eyes Card 8:
    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.
    Precinct of Left Eyes Card 9:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
    Precinct of Left Eyes Card 10:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.


  • Grazzle's deck Desired upgrades: None until tier 3

    Blessing of Nethys is up.

    Grazzle's allies move fast. Everyone seems fine for now so he heads off to the Precinct of Left Eyes and checks it out.

    Spotting a Hyaenodon he tries to encourage it to follow him.

    survival 7: 1d10 + 2 ⇒ (8) + 2 = 10

    It does.

    A child wanders by and waves. Curious, Grazzle follows her but she vanishes.

    Discard Magical Child to explore.

    Never trust children. A Scarab Swarm attacks and Grazzle is ill equipped to handle it. Luckily he has friends.

    Using Raheli's Black Spot and Valeros's Blessing of Gorum.

    combat 10 reduced to 7 via Black Spot and using Valeros's Blessing of Gorum, my Blessing of the Gods, and discarding my Bestiary of Garund: 4d6 + 1d4 ⇒ (2, 3, 2, 5) + (4) = 16

    The Hyaenodon nuzzles Grazzle and he feels a bit better.
    Reveal Hyaenodon to recharge a random card in discard pile. Magical Child.

    After that harrowing ordeal Grazzle takes a breather.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Hyaenodon aq, Frigid Blast, Find Traps, Pyrotechnic Blast, Blessing of Abadar,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Notes: Abadar: +2 dice vs barriers, Find Traps: +2 dice vs barriers
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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.
    <Power 4>
    <Power 5>

    Barriers beware!


    Deck Handler // Searching for: Spell 2

    Recharge Black Spot Arcane 6: 1d8 + 2 ⇒ (1) + 2 = 3

    The hour is Maat.

    The confuse Silver Chain Smuggler hunts down Raheli. This time she has a friend. Unfortunately so does the smuggler.

    Pause for Grazzle's Encounter


    Deck Handler // Searching for: Spell 2

    Autofail BYA Diplomacy/Stealth and Discard Amulet of Life for Poison Damage

    Recharge Arcane 7: 1d8 + 2 ⇒ (5) + 2 = 7

    Recharge Corrosion for Character Power

    Combat 12: 1d10 + 1 + 1d8 ⇒ (10) + 1 + (2) = 13

    Somehow, Raheli is able to push back the Smuggler. Now to see if she can keep them from this place for good!

    Pausing for Reinforcements


    Grazzle's deck Desired upgrades: None until tier 3

    Grazzle hears Raheli fighting in the distance and gets up to investigate. He hears a chuckle. He spins around. "balls."

    There will be no talking his way out of this one.

    Since it is a copy I'm going for the risky play to try and keep my buffs. Discard Hyaenodon to poison dmg.

    combat 12 using Frigid Blast: 1d8 + 2d4 + 4 ⇒ (4) + (2, 4) + 4 = 14

    Grazzle fights it off and curses all smugglers.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Frigid Blast, Find Traps, Pyrotechnic Blast, Blessing of Abadar,

    Displayed:
    Deck: 6 Discard: 5 Buried: 0
    Notes: Abadar: +2 dice vs barriers, Find Traps: +2 dice vs barriers
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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.
    <Power 4>
    <Power 5>


    Reinforcements is displayed once more!.
    Scenario update will be posted following the results of the closing check.


    Deck Handler // Searching for: Spell 2

    Raheli looks for ways to prevent the smugglers from coming back.

    Closing Intelligence 6: 1d8 ⇒ 6

    Then charms the guards to inact her plan discard Valeros’ BoAbadar

    Charisma 6: 2d6 ⇒ (1, 5) = 6

    done!

    Raheli wrote:

    Hand: Codex, Old Salt, Fox, Noxious Bomb, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1, Blue Star,

    Displayed: Flying Squirrel,
    Deck: 5 Discard: 2 Buried: 0
    Notes: Blessings and Fox available
    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.


    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.
  • 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.

    During This Scenario:

  • At the start of the scenario, display the henchman Conflagration next to each location.
  • When all locations are closed, choose to attempt the Exchange, Scarab Sages, or Sovereign Court objective. When possible, choose an objective that the table has not yet completed.
    Exchange:
    Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.
    Scarab Sages:
    Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario. When playing this adventure in Tier 5, the difficulty of checks to defeat an Elegiac Compass is increased by 5.

  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Additional Rules:
    Conflagration:

    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number.

    While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    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: 11, Seoni/EmpTyger

    Random Monsters:

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

    Monster 2

    Spoiler:
    Blasphemous Priest
    Monster B
    Traits: Undead Cleric Elite
    To Defeat: Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Monster 3

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

    Monster 4

    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.

    Monster 5

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

    Random Barriers:

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

    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:
    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.

    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:
    Falling Rubble
    Barrier B
    Traits: Obstacle Trap Bludgeoning Basic
    To Defeat: Dexterity Acrobatics Perception Survival 6
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

    Random Weapons:

    Weapon 1
    Spoiler:
    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.

    Weapon 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    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.

    Spell 2

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

    Spell 3

    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 4

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

    Spell 5

    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.

    Random Armor:

    Armor 1
    Spoiler:
    Crocodile Skin Lamellar
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Armor 2

    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.

    Armor 3

    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 4

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

    Item 4

    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 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Nefti the Bard
    Ally B
    Traits: Human Bard Aspis
    To Acquire: Charisma Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Ally 2

    Spoiler:
    Idorii
    Ally 1
    Traits: Half-Elf Fighter
    To Acquire: Melee Charisma Diplomacy 9
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    Ally 3

    Spoiler:
    Meehr Zet
    Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Ally 4

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

    Ally 5

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

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

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

    Blessing 3

    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.

    Blessing 4

    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 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 Pharasma:
    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 Remaining: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Valeros

    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 2 - Turn 2 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 3 - Turn 3 Raheli

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

    Blessings Deck Card 4 - Turn 4 Seoni

    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 Valeros

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

    Blessings Deck Card 6 - Turn 6 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 7 - Turn 7 Raheli

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

    Blessings Deck Card 8 - Turn 8 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 9 - Turn 9 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 10 - Turn 10 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 11 - Turn 11 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 12 - Turn 12 Seoni

    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 13 - Turn 13 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 14 - Turn 14 Grazzle

    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 15 - Turn 15 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 16 - Turn 16 Seoni

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

    Blessings Deck Card 17 - Turn 17 Valeros

    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 18 - Turn 18 Grazzle

    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 19 - Turn 19 Raheli

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

    Blessings Deck Card 20 - Turn 20 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.

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

    Surgery
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 3:
    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.
    Vizier's Hill Card 4:
    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.
    Vizier's Hill Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Vizier's Hill Card 6:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Vizier's Hill Card 7:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes
    Closed
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/NathanDavis,


  • Female Human Sorcerer/Element Master Deck Handler

    Exploring Vizier's Hill 1: Shasalqu

    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.

    WIS 6: 1d6 ⇒ 3
    Recharged cards: 1d4 ⇒ 4
    Recharging Frostbite, Blessing of the Gods, Force Missile, Blessing of the Gods
    Discarding Lightning Touch
    Combat 9: 1d12 + 3 + 2d4 ⇒ (5) + 3 + (2, 2) = 12
    Shasalqu is banished. Not recharging Lightning Touch
    The vizier was still in meetings! Seoni was getting extremely uncomfortable in the Shasalqu-cooled antechamber. She went over and shocked the beast, bringing the temperature up a few degrees. Maybe if the vizier would emerge if he had to experience just a little of the heat that the people of the burning city had to experience.
    But otherwise, all the sorcerer could do was wait.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Confusion, Spellbook, Menagerie Keeper, Tussah Silk Coat, Bestiary of Garund, Blessing of the Gods 3, Blessing of the Gods 1,

    Displayed:
    Deck: 6 Discard: 2 Buried: 0
    Notes: Do not cure. Confusion can let someone encounter a monster at my location instead of Seoni
    Ask before using: 2 Blessings of the Gods
    Can use without asking: Blessings if would recharge; Blessing for closing check

    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)

    It is the hour of Thoth

    Valeros heads out to the Vizier's Hill, curious to see what things might be like over there.

    Explore Vizier's Hill Card 2

    Wouldn't you know it! Yet another Silver Chain Smuggler!

    Pausing while Seoni summons and encounters a Silver Chain Smuggler - as noted in chat, Seoni will use Confusion to evade the smuggler

    BYA Diplomacy 5: 1d8 + 3 ⇒ (3) + 3 = 6 Valeros' dazzling charm momentarily distracts the smuggler just long enough for him to elude her poison dart.

    Recharging Shock Glaive +1

    Combat 12: 1d10 + 5 + 1d10 + 1 + 1d8 ⇒ (6) + 5 + (6) + 1 + (7) = 25 The Smuggler is defeated handily.

    AYA examine the top card of the location: the Curse of Teeth and Fleas. Per the card text, it is banished.

    Valeros is unimpressed with the way the Vizier has been maintaining his property and decides to shut the whole place down.

    First though, he suffers 1 poison damage. Discarding Tomb Raider

    Raheli sends his Fox and his Quartermaster to help. Recharging Raheli's Fox and Blessing of the Quartermaster 2

    INT 6: 2d6 + 1d4 ⇒ (4, 2) + (2) = 8

    Vizier's Hill is closed.

    Reset hand, end turn

    Valeros wrote:

    Hand: Blessing of Asmodeus, Greatsword, Menacing Backsword +1, Chain Mail 1, Staff of Minor Healing,

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed
    No ally at present: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Only use Blessing of Asmodeus if you really need it.
    Staff of Minor Healing can be used to pass buried Reinforcements to another table."
    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.


    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.
  • 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.

    During This Scenario:

  • Scarab Sages: Summon and build the locations Altar of Riddles and Vault of Hidden Wisdom, then shuffle the henchman Elegiac Compass into each. To complete this objective, 2 Elegiac Compasses must be displayed next to the scenario.
  • When you complete an objective, report 1 success to the Overseer GM and earn the listed reward, then you may win the scenario or attempt another objective.
    Exchange:
    Summon and build the locations Seaside Warehouse and Warehouse. When you defeat a monster or acquire an ally, you may shuffle a weapon from the box into your location deck. When you acquire a weapon, you may immediately attempt to close the location the weapon came from. To complete this objective, close the Seaside Warehouse and Warehouse.

    Additional Rules:
    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: 13, Grazzle/Bigguyinblack

    Random Monsters:

    Monster 1
    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 2

    Spoiler:
    Death Hound
    Monster B
    Traits: Animal Curse Basic
    To Defeat: Combat 7 THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.

    Monster 3

    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 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:
    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.

    Random Barriers:

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

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

    Barrier 4

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

    Barrier 5

    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 you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to

    defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.


    Random Weapons:

    Weapon 1
    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 2

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

    Weapon 3

    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.

    Weapon 4

    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 5

    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.

    Random Spells:

    Spell 1
    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.

    Spell 2

    Spoiler:
    Acute Senses
    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of

    the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card

    instead of discarding it.

    Spell 3

    Spoiler:
    Remove Curse
    Spell B
    Traits: Magic Arcane Divine Basic
    To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 4

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

    Spell 5

    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.


    Random Armor:

    Armor 1
    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 2

    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.

    Armor 3

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

    Armor 4

    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 5

    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.


    Random Items:

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

    or bury the top card of your deck.

    Item 2

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

    Item 3

    Spoiler:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Item 4

    Spoiler:
    Black Marsh Spider Venom
    Item 2
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 8
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 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:
    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.

    Ally 2

    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 3

    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 4

    Spoiler:
    Idorii
    Ally 1
    Traits: Half-Elf Fighter
    To Acquire: Melee Charisma Diplomacy 9
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    Ally 5

    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.

    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 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.

    Blessing 4

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

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

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Raheli

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

    of random cards from his discard pile.

    Blessings Deck Card 2 - Turn 2 Seoni

    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 3 - Turn 3 Valeros

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

    of random cards from his discard pile.

    Blessings Deck Card 4 - Turn 4 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 5 - Turn 5 Raheli

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

    Blessings Deck Card 6 - Turn 6 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 7 - Turn 7 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 8 - Turn 8 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 9 - Turn 9 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 10 - Turn 10 Seoni

    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 11 - Turn 11 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 12 - Turn 12 Grazzle

    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 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 14 - Turn 14 Seoni

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

    Blessings Deck Card 15 - Turn 15 Valeros

    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 16 - Turn 16 Grazzle

    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 17 - Turn 17 Raheli

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

    of random cards from his discard pile.

    Blessings Deck Card 18 - Turn 18 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.

    Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Surgery
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Vizier's Hill
    Closed
    At This Location:
    M: 1 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, Valeros/AbrahamZ,

    Precinct of Left Eyes
    Closed
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/NathanDavis,

    Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Altar of Riddles Card 1:
    Blessing of Maat
    Blessing 2
    Traits: Divine Maat
    To Acquire: Divine 6 OR Constitution Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number

    of random cards from his discard pile.

    Altar of Riddles Card 2:
    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.
    Altar of Riddles Card 3:
    Elegiac Compass
    Henchman 2
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If defeated, display the Elegiac Compass next to the scenario.
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    Altar of Riddles Card 4:
    Acute Senses
    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of

    the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card

    instead of discarding it.

    Altar of Riddles Card 5:
    Collapsing Scaffolding
    Barrier B
    Traits: Obstacle Bludgeoning Basic
    To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
    Altar of Riddles Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Altar of Riddles Card 7:
    Falling Rubble
    Barrier B
    Traits: Obstacle Trap Bludgeoning Basic
    To Defeat: Dexterity Acrobatics Perception Survival 6
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as

    their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

    Altar of Riddles Card 8:
    Hunga Munga
    Weapon B
    Traits: Axe Ranged Piercing Elite
    To Acquire: Dexterity Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
    Altar of Riddles Card 9:
    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.
    Altar of Riddles Card 10:
    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.

    Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Vault of Hidden Wisdom Card 1:
    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.
    Vault of Hidden Wisdom Card 2:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Vault of Hidden Wisdom Card 3:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Bonecrusher Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Vault of Hidden Wisdom Card 4:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Vault of Hidden Wisdom Card 5:
    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.
    Vault of Hidden Wisdom Card 6:
    Elegiac Compass
    Henchman 2
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If defeated, display the Elegiac Compass next to the scenario.
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
    Vault of Hidden Wisdom Card 7:
    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.
    Vault of Hidden Wisdom Card 8:
    Fire Ward Gel
    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.
    Vault of Hidden Wisdom Card 9:
    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.
    Vault of Hidden Wisdom Card 10:
    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.


  • Grazzle's deck Desired upgrades: None until tier 3

    Grazzle is feeling useless. All he seems to do is move about and fight Smugglers.

    Discarding 1 card to heal Raheli for 2 Blessing of the Spellbound 1

    Dreading what he may find, He travels to the Vault of Hidden Wisdom and explores.

    str 4: 1d6 ⇒ 1

    Grazzle has no interest in small fiddly weapons right now.

    He grows tired.

    Will save my Blessing of Abadar so ending turn here.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Cure 1, Frigid Blast, Find Traps, Pyrotechnic Blast, Blessing of Abadar,

    Displayed:
    Deck: 4 Discard: 6 Buried: 0
    Notes: Abadar: +2 dice vs barriers, Find Traps: +2 dice vs barriers
    Sideboard cards:

    Oh. Maybe a bit of healing while he waits.

    Cure 1 targeting self: 1d4 + 1 ⇒ (1) + 1 = 2

    Grazzle wrote:

    Hand: Tussah Silk Coat, Frigid Blast, Find Traps, Pyrotechnic Blast, Blessing of Abadar,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Notes: Abadar: +2 dice vs barriers, Find Traps: +2 dice vs barriers
    Sideboard cards:

    [spoiler=Skills and Powers]SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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.
    <Power 4>


    Female Human Sorcerer/Element Master Deck Handler

    (During Valeros's turn)
    Summoning Silver Chain Smuggler. Discarding Confusion to evade. Silver Chain Smuggler is banished. Confusion is recharged.
    Leave it to Valeros to get immediate service. The rest of the room stared agape at the fighter's entrance. And the few that didn't... well, Seoni made them do so magically.

    Seoni wrote:

    Hand: Spellbook, Menagerie Keeper, Tussah Silk Coat, Bestiary of Garund, Blessing of the Gods 3, Blessing of the Gods 1,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Notes: Do not cure
    Ask before using: 2 Blessings of the Gods
    Can use without asking: Blessings if would recharge; Blessing for closing check

    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.


    Deck Handler // Searching for: Spell 2

    The hour is Maat yet again.

    Raheli follows Grazzle into the Vault of Hidden Wisdom, looking for traps along the way.

    And lo and behold, Poison Spiked Pit Trap is waiting to be triggered.

    Recharge Noxious Bomb and Grazzle's Find Traps

    Acrobatics 12: 1d10 + 3 + 1d4 + 2d10 ⇒ (6) + 3 + (1) + (9, 9) = 28

    Grazzle's lights the way and Raheli deftly dances through the mechanisms taking them apart as she goes.

    Auto Explore from pit trap

    Unfortunately, Raheli dances straight into a Bonecrusher Wizard's ice spells.

    Discard BotQ for Cold Damage

    Raheli unleashes a telekinetic hair attack aided by recharged Old Salt. Recharge Blue Star and Codex for two different character powers

    Combat 9: 1d10 + 1 + 1d8 + 1d4 + 3 ⇒ (6) + 1 + (2) + (3) + 3 = 15

    And she avoids its dying Poison attack no cards to discard

    Location Power Knowledge 7: 1d8 + 2 ⇒ (4) + 2 = 6

    No Extra Explores

    Raheli wrote:

    Hand: Blessing of the Quartermaster 2, Game of Afterlife, Fox, Blessing of the Elements, Corrosion, Frilled Lizard,

    Displayed: Flying Squirrel,
    Deck: 7 Discard: 1 Buried: 0
    Notes: Blessings, Corrosion and Fox freely available
    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 Vault of Hidden Wisdom
    “Thanks Valeros!” The fighter had finally obtained the vizier’s approval, and Seoni went into the vault without wasting any more time.

    Exploring Vault of Hidden Wisdom 4: 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.

    Revealing Spellbook
    INT 6: 1d8 + 1d4 ⇒ (5) + (3) = 8
    Blessing of the Elements is acquired
    With the help of her notes, she understood new methods to draw upon elemental power.

    Discarding Blessing of the Gods to explore Vault of Hidden Wisdom 5: Shrieking Plant

    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.

    Revealing Bestiary of Garund
    Perception 8: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9
    Shrieking Plant is banished
    Seoni recognized the distinctive leaves on an interior tree as similar to ones she’d encountered in Garund, and was careful not the disturb the potentially noisy flora.

    Revealing Spellbook
    Knowledge 7: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7
    Exploring Vault of Hidden Wisdom 6: Elegiac Compass

    Elegiac Compass:
    Henchman 2
    Type: Barrier
    Traits: Object
    To Defeat: Intelligence Craft 11 OR Disable 13
    If defeated, display the Elegiac Compass next to the scenario.
    If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.

    Discarding Blessing of the Gods copying Blessing of Abadar, revealing Spellbook
    INT 11: 3d8 + 1d4 ⇒ (1, 3, 3) + (1) = 8
    Burying Reinforcements
    INT 11: 8 + 1d8 ⇒ 8 + (8) = 16
    Elegiac Compass is displayed next to scenario
    Seoni deduced that the plant wouldn’t be here randomly. An exotic specimen, certainly, but also a clever sentry. Examining the wall nearby, she uncovered a secret compartment, inside which was a strange compass. Casting Message, she contacted a reinforcement among the Scarab Sages to be certain of her discovery. The contact smiles and confirmed her suspicion. “It’s an Elegiac Compass!”

    Revealing Spellbook
    Knowledge 7: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (4) = 12
    Exploring Vault of Hidden Wisdom 7: Fireblade

    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.

    WIS 6: 1d6 ⇒ 2
    Fireblade is banished
    Seoni began making her way out of the vault. On the way out she found some writings, apparently how to wield the fireblade which the vizier’s lackey seemed so proud of. Seoni scoffed at the simplicity of the spell. “Who’s the parlor mage, now?”

    Discarding Menagerie Keeper to explore Vault of Hidden Wisdom 8: Fire Ward Gel

    Fire Ward Gel:
    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.

    Revealing Spellbook
    INT 5: 1d8 + 1d4 ⇒ (4) + (4) = 8
    Fire Ward Gel is acquired
    The text wasn’t completely useless, however. She recognized some similarities to an abjuration spell a dwarven wizard had once showed her. “This will definitely be useful if the flames spark up again.” The menagerie keeper worked on synthesizing some of the substance.

    Discarding Blessing of Elements to explore Vault of Hidden Wisdom 9: Cure

    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.

    Recharging Raheli’s Fox
    WIS 6: 1d6 + 1d4 ⇒ (3) + (3) = 6
    Cure is acquired
    The treatise on fire spirits concluded with a section on the curative powers of foxfire. “Maybe Grazzle can do something with this?”

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Fire Ward Gel, Spellbook, Fire Snake, Tussah Silk Coat, Bestiary of Garund, Surgeon, Cure,

    Displayed:
    Deck: 5 Discard: 6 Buried: 0
    Notes: Do not cure. Will pass off Cure to Grazzle when I get a chance.
    Ask before using:
    Can use without asking: Surgeon (cure 1 card at my location); Fire Ward Gel (reduce to 0 Fire damage at my location/+1d8 vs Fire bane at my location)

    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)

    It is the hour of Maat.

    Burying Staff of Minor Healing to pass Reinforcements on

    Valeros heads to the Altar of Riddles because, as everyone knows, fighters are great at solving riddles.

    Explore Altar of Riddles Card 1 How ironic, what a riddle, that in the hour of Maat, Valeros meets with a gorgeous priestess of Maat, who wishes to bless him.

    Blessing of Maat Recharging Raheli's Blessing of the Quartermaster

    Fort 10: 2d8 + 1 ⇒ (1, 1) + 1 = 3 Not acquired

    She's not Valeros' type, though, and he marches on. Or he would, but he realizes that he still hasn't had lunch, so he stops to eat.

    Reset hand, end turn.

    Valeros wrote:

    Hand: Blessing of Asmodeus, Chain Mail 2, Menacing Backsword +1, Minnothet aq, Blessing of Cayden,

    Displayed:
    Deck: 6 Discard: 8 Buried: 1
    "Notes: Unless noted otherwise, use my cards as needed
    Minnothet: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Only use Blessing of Asmodeus if you really need it.
    Blessing of Cayden (+2 dice for non-combat Str or Con)"
    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.


    Grazzle's deck Desired upgrades: None until tier 3

    Even the might Valeros can't fight forever so Grazzle heals him from afar.

    discard 3 cards to Heal Valeros for 5, Raheli for 1 Cure 2, Crocodile Skin Armor, Blessing of the Spellbound 1

    The compass is yet to be found at the Altar of Riddles so Grazzle moves there to search.

    He learns an ancient blessing and says a prayer before exploring again.

    auto acquire then use Blessing of the Ancients. Examine next card. Compass no trigger.

    The compass is protected but Grazzle is an old hand at this.

    Craft 11 discarding Blessing of Abadar: 3d10 + 1 ⇒ (7, 7, 6) + 1 = 21

    Mission complete. Grazzle awaits further orders.

    Discard Tussah Silk Coat and refresh hand.

    Grazzle wrote:

    Hand: Remove Curse, Magical Child, Frigid Blast, Blessing of the Spellbound 2, Pyrotechnic Blast, Cure 1,

    Displayed:
    Deck: 2 Discard: 10 Buried: 0
    Notes: Spellbound: Discard for 1 die or recharge for 1 die to a spell. Remove Curse handy.
    Sideboard cards:

    Taking a moment to heal.

    Cure 1 targeting self: 1d4 + 1 ⇒ (4) + 1 = 5

    Grazzle wrote:

    Hand: Remove Curse, Magical Child, Frigid Blast, Blessing of the Spellbound 2, Pyrotechnic Blast,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Notes: Spellbound: Discard for 1 die or recharge for 1 die to a spell. Remove Curse handy.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d6 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1 [ ] +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.
    <Power 4>
    <Power 5>

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