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

Between the shield and that Healing Potion things are looking up. If we get reinforcements we can save em. Blessing of the Elements in effect.

The siege is grim but Grazzle tries to keep his friends healthy.

Discard 3 cards to heal Seoni for 2, Raheli for 1, Valeros for 3 Blessing of the Spellbound 1, Crocodile Skin Armor, Pyrotechnic Blast.

Not wanting to face a cold immune undead, Grazzle investigates Ghoul Square while the occasional arrow bounces off his new shield.

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.

gets passed by a local group. Annoying.

Grazzle spends some time looking over the details. You see his fingers move on the page. This could take awhile.

Grazzle wrote:

Hand: Burglar's Buckler aq, Scroll of Thoth aq, Find Traps, Corrosion Raheli, Frigid Blast, Tussah Silk Coat,

Displayed:
Deck: 5 Discard: 10 Buried: 0
Notes: Corrosion: Discard this card to add 1 die to any barrier or check against a monster that has the Construct or Undead trait, 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>


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

Grazzle's healing noted - thanks.

Valeros wrote:

Hand: Blessing of Cayden, Shotel aq, Staff of Minor Healing, Shield Cloak aq, Chain Mail 2, Tooled Crocodile Skin aq,

Displayed:
Deck: 11 Discard: 2 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;
Blessing of Cayden (+2 dice to Str/Con non-combat);"
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.


Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

Raheli receives a pair of Smoked Glass Goggles from an Exchange runner.

It is Abadar's day.

Arrows?: 1d4 ⇒ 4 Not today

What's in the revealed Helpful Haversack: Silver Raven Figurine. Leaving it on top.

The Blasphemous Priest seeks out Raheli yet again.

Recharge Helpful Haversack, Smoked Glass Goggles

Combat 10: 1d10 + 1 + 1d8 + 1d4 ⇒ (5) + 1 + (8) + (3) = 17

Blasphemous Priest moves to random other location: 1d5 ⇒ 2

Shuffles into Dye Market

First Law Knowledge 17: 1d8 + 2 + 10 ⇒ (6) + 2 + 10 = 18 First Law stays

Raheli slams the Blasphemous Priest with wind and hair. It flees to the Dye Market.

Discard BotQ to explore

It leaves behind an Armor of the Sands

Acquire Fortitude 6: 1d6 + 2 ⇒ (1) + 2 = 3

Raheli is quite happy enough with her Amulet of Life. Raheli gathers Grazzle and Seoni on a recharging Magic Carpet and move back to the Alchemical Laboratory.

Raheli wrote:

Hand: Silver Raven Figurine, Game of Afterlife, Black Spot, Noxious Bomb, Amulet of Life, Compass,

Displayed: Snapping Turtle,
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Seoni's turn: Recharge Compass: Move to Ghoul Square and Examine: Torch

Fearing there's something she missed, Raheli goes back to the Ghoul Square, but only sees a lit torch.

Raheli wrote:

Hand: Silver Raven Figurine, Game of Afterlife, Black Spot, Noxious Bomb, Amulet of Life,

Displayed: Snapping Turtle,
Deck: 11 Discard: 1 Buried: 0
Notes: Black Spot 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 Kobold Sorcerer/Fire Element Master Deck Handler

Grand Lodge 4: 1d4 ⇒ 4
Giving Healing Potion to Grazzle
Moving to Ghoul Square
The besiegers couldn't keep their aim on Raheli's flying carpet. Seoni gave the healing potion to Grazzle, then followed Raheli back to the town square to finish containing the threat there.

Exploring Ghoul Square 4: Torch

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.

Revealing Spellbook
INT 4: 1d8 + 1d4 ⇒ (7) + (1) = 8
Torch is acquired
Seoni read that fire would neutralize the toxic fumes. Raheli found a torch and she lit it.

Burying Torch to explore Ghoul Square 5: Sun Falcon

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.

Discarding Lightning Touch
Combat 11: 1d12 + 3 + 2d4 ⇒ (6) + 3 + (2, 4) = 15
Knowledge: 1d8 + 2 ⇒ (2) + 2 = 4
First Law is banished. Displaying Curse of the Ravenous. Sun Falcon is shuffled into blessings deck. Recharging Lightning Touch
A falcon was attracted to the fire and sailed towards Seoni, who defended herself with a lightning blast. Ominously, the bird caught fire, and was consumed by the flame. The townsfolk, who had previously hailed her as a hero, began murmuring about her dark sorcery. "You leave, I'll smooth things over here," Seoni told Raheli. "Though knowing how bureaucratic Absalom is, I might be here through dinner."

Ending turn. Resetting hand

Seoni wrote:

Hand: Fire Snake, Bestiary of Garund, Elven Chain Shirt, Blessing of the Gods 4, Remove Curse, Spellbook, Frostbite,

Displayed: Curse of the Ravenous,
Deck: 8 Discard: 0 Buried: 2
Notes: Curse of the Ravenous is harmless when I already have 1 and my discard is empty. Hoping to save Remove Curse for after I close Ghoul Square.
Ask before using: Blessing of the Gods; Remove Curse
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 [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.


That should be everything. Sun Falcon is now somewhere in the Blessings Deck, everyone should be in the correct positions and Blasphemous Priest has been shuffled into the Dye Market.

No script used for formatting.

==========

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:

  • Grand Lodge: At the start of your turn, roll 1d4; if the result is less than 4, you are dealt 2 Ranged Combat damage.
  • When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.
    Additional Rules:
    Summoned Henchman:
    Kor-Ahn-Tuk
    Spoiler:
    Kor-Ahn-Tuk
    Henchman 2
    Type: Monster
    Traits: Undead Gorgon Mummy
    To Defeat: Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter. If the check to defeat has the Acid trait, add 1d8. After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Turn: 17, Valeros/AbrahamZ

    Random Cards:

    Monsters
    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.

    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.

    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.

    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.

    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.

    Barriers
    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.

    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.

    Spoiler:
    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.

    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.

    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.

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

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

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spells
    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.

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

    Spoiler:
    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.

    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.

    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.

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

    Spoiler:
    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.

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

    Spoiler:
    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.

    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.

    Items
    Spoiler:
    Soul Stimulant
    Item 2
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    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.

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of the 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 Horus:
    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.

    Blessings Remaining: 14

    Blessings Deck

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

    Dilapidated Plaza
    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: 3 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Blasphemous Priest

    Dye Market Card 1:
    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.

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

    Dye Market Card 3:
    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.

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

    Dye Market Card 5:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Dye Market Card 6:
    Bonecrusher Chieftain
    Monster 2
    Traits:
    Trigger
    Bonecrusher
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Dye Market Card 7:
    Mystic Silk Coat
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 8:
    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.

    Dye Market Card 9:
    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.

    Dye Market Card 10:
    Devoted General
    Villain 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Mummy
    Fighter
    To Defeat:
    Combat 24
    When you examine this card, summon and encounter the henchman Kor-Ahn-Tuk. If you defeat Kor-Ahn-Tuk, you may encounter this card.
    The Devoted General is immune to the Mental and Poison traits.
    If the check to defeat has the Acid trait, add 1d8.
    If undefeated, bury all allies in your discard pile.

    Dye Market Card 11:
    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.

    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: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack, Skeletal Jackal

    Alchemical Laboratory 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.

    Alchemical Laboratory Card 2:
    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.

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

    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: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Coffer Corpse

    Ruined Temple Card 1:
    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.

    Ruined Temple 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.

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Ruined Temple Card 5:
    Disable Mechanism
    Spell 2
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Ruined Temple 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.

    Ruined Temple Card 7:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    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.

    Ruined Temple Card 10:
    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.

    Ruined Temple Card 11:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.
    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/NathanDavis, Seoni/EmpTyger,

    Ghoul Square 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.

    Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Valeros/AbrahamZ,


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

    Out of turn update.

    Grazzle sniffs the potion Seoni hands him.

    "I recognize these herbs. Thanks!"

    He promptly drinks the Healing Potion.
    cure: 1d4 ⇒ 1

    "Must have been a poorly made batch."

    Grazzle wrote:

    Hand: Burglar's Buckler aq, Scroll of Thoth aq, Find Traps, Corrosion Raheli, Frigid Blast, Tussah Silk Coat,

    Displayed:
    Deck: 6 Discard: 9 Buried: 0
    Notes: Corrosion: Discard this card to add 1 die to any barrier or check against a monster that has the Construct or Undead trait, 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>


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

    It is the hour of Horus.

    Grand Lodge Archers: 1d4 ⇒ 3 Recharge Chain Mail 2 to reduce dmg to 0

    The archers let loose another volley but this time Valeros is ready for them. He heads out to the Dye Market.

    Explore Dye Market Card 1

    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.

    Auto-acquire Crowbar

    Discard Blessing of Cayden to Explore Dye Market Card 2

    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.

    Fort 7: 1d8 + 1 ⇒ (5) + 1 = 6
    By the power of the Dilapidated Plaza, burying Shotel to reroll 1 die
    Fort 7: 1d8 + 1 ⇒ (2) + 1 = 3 Not acquired

    Raheli uses mystical means (Silver Figurine?) to take the Crowbar off of Valeros' hands.

    Reset hand, including recharging Tooled Crocodile Skin, end turn.

    Valeros wrote:

    Hand: Mindblade, Spiked Chain +1, Staff of Minor Healing, Shield Cloak aq, Captain's Cutlass,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    "Notes: Unless noted otherwise, use my cards as needed
    Mindblade: 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

    Grazzle uses his shield to block more arrows as he heads to the Dye Market.

    He sees another shield.

    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.

    craft 6 recharging Scroll of Thoth: 2d10 + 1 ⇒ (6, 2) + 1 = 9

    He picks it up and hopes he spots Valeros around here somewhere.

    Refreshing hand.

    Grazzle wrote:

    Hand: Burglar's Buckler aq, Alchemist's Shield aq, Find Traps, Corrosion Raheli, Frigid Blast, Tussah Silk Coat,

    Displayed:
    Deck: 8 Discard: 9 Buried: 0
    Notes: Corrosion: Discard this card to add 1 die to any barrier or check against a monster that has the Construct or Undead trait, 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>


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

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


    Alchemist's Shield's text is wrong in the database. I've reported it and it's amended to the following:

    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 reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    I'll be posting a nonbasic Blessing draw for each character immediately following this scenario update, as the Random Blessings are unlikely to suffice with the nonbasic restriction.

    Once again, no script.

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

    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:

  • Grand Lodge: At the start of your turn, roll 1d4; if the result is less than 4, you are dealt 2 Ranged Combat damage.
  • When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.
    Additional Rules:
    Summoned Henchman:
    Kor-Ahn-Tuk
    Spoiler:
    Kor-Ahn-Tuk
    Henchman 2
    Type: Monster
    Traits: Undead Gorgon Mummy
    To Defeat: Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter. If the check to defeat has the Acid trait, add 1d8. After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Turn: 19, Raheli/NathanDavis

    Random Cards:

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

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

    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.

    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.

    Spoiler:
    Brain Ooze
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.

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

    Spoiler:
    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.

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

    Spoiler:
    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.

    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.

    Weapons
    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.

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

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

    Spoiler:
    Flask Thrower
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    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 an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    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.

    Spells
    Spoiler:
    Speak with Dead
    Spell 1
    Traits:
    Magic
    Divine
    Undead To Acquire:
    Wisdom
    Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    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.

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

    Spoiler:
    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.

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

    Armors
    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.

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

    Spoiler:
    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.

    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.

    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.

    Items
    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.

    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.

    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.

    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.

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

    Allies
    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.

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

    Blessing of Horus:
    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.

    Blessings Remaining: 12

    Blessings Deck

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

    Dilapidated Plaza
    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: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack, Valeros/AbrahamZ, Blasphemous Priest

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

    Dye Market Card 2:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

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

    Dye Market Card 4:
    Mystic Silk Coat
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 5:
    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.

    Dye Market Card 6:
    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.

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

    Dye Market Card 8:
    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.

    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: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Skeletal Jackal

    Alchemical Laboratory 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.

    Alchemical Laboratory Card 2:
    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.

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

    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: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Coffer Corpse

    Ruined Temple Card 1:
    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.

    Ruined Temple 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.

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Ruined Temple Card 5:
    Disable Mechanism
    Spell 2
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Ruined Temple 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.

    Ruined Temple Card 7:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    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.

    Ruined Temple Card 10:
    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.

    Ruined Temple Card 11:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.
    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/NathanDavis, Seoni/EmpTyger,

    Ghoul Square 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.

    Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


  • Raheli draws...

    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.

    Seoni draws...
    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.

    Valeros draws...
    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.

    Grazzle draws...
    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.


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

    A blessing 2 and a blessing 1, very nice! Now if we can just win the scenario! (Do you have to win the scenario to get card upgrades? Lol.)


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Raheli feels the power of Abadar (even though it is Horus hour).

    Arrows?: 1d4 ⇒ 2 The Amulet of Life protects Raheli.

    Recharge Arcane 7: 1d8 + 2 ⇒ (3) + 2 = 5

    Raheli entrusts Seoni with Black Spot Give Card before running back to the Alchemical Laboratory.

    There she finally finds the Black Echelon Operative that's been setting traps and monsters up all over the place.

    Recharge Blessing of Abadar, Noxious Bomb, Crowbar, Game of Afterlife and Discard Seoni's newly acquired Black Spot

    Combat 15-3: 1d10 + 1 + 1d8 + 3d4 ⇒ (1) + 1 + (1) + (4, 3, 4) = 14

    Raheli lets the Operative have everything she's got and just narrowly avoids retribution.

    Location Power not triggered. Discard Grazzle's BoThoth and Val's BoPharasma

    Location Close Intelligence 7: 1d8 + 2d8 ⇒ (2) + (1, 6) = 9

    With the Lab safe at last, Raheli can finally peruse the goods.

    BR: Please add 3 random items that have the Alchemical trait from the box

    Raheli wrote:

    Hand: Blessing of the Elements, Fox, Confusion, Blessing of the Quartermaster 2, Old Salt, Frilled Lizard, Blue Star,

    Displayed: Snapping Turtle,
    Deck: 9 Discard: 2 Buried: 0
    Notes: Blessings and Fox available. Please leave me with one blessing as I plan to hit the Ruined Temple next.
    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.


    Alchemical Laboratory has had 3 Alchemical items added. Since players would have had to have seen them to know which were drawn from the box in a physical game, I've listed their card names. (Note that one is an Item 2).

    Seoni was handed, then cast, Black Spot.

    Also, if EmpTyger makes another "Kohl of Uncanny Discernment" joke, I quit as BR.

    No script used, again.

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

    During This Adventure:

    AoA-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • This adventure does not use traders.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you are dead at the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • 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:

  • Grand Lodge: At the start of your turn, roll 1d4; if the result is less than 4, you are dealt 2 Ranged Combat damage.
  • When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn-Tuk are decreased by 6.
    Additional Rules:
    Summoned Henchman:
    Kor-Ahn-Tuk
    Spoiler:
    Kor-Ahn-Tuk
    Henchman 2
    Type: Monster
    Traits: Undead Gorgon Mummy
    To Defeat: Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter. If the check to defeat has the Acid trait, add 1d8. After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Turn: 20, Seoni/EmpTyger

    Random Cards:

    Monsters
    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.

    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.

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

    Spoiler:
    Carrion Golem
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    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.

    Barriers
    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.

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

    Spoiler:
    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.

    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.

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

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

    Spoiler:
    Fire Kukri +1
    Weapon 1
    Traits:
    Knife
    Melee
    Slashing
    Fire
    Magic
    Elite
    Finesse To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    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.

    Spoiler:
    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.

    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.

    Spells
    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.

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

    Spoiler:
    Flames of the Faithful
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    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.

    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.

    Armors
    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.

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

    Spoiler:
    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.

    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.

    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.

    Items
    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.

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

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

    Spoiler:
    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.

    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.

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

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

    Spoiler:
    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.

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

    Spoiler:
    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.

    Blessings
    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.

    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.

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

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

    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 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: 11

    Blessings Deck

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

    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: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack, Valeros/AbrahamZ, Blasphemous Priest

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

    Dye Market Card 2:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

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

    Dye Market Card 4:
    Mystic Silk Coat
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 5:
    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.

    Dye Market Card 6:
    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.

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

    Dye Market Card 8:
    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.

    Alchemical Laboratory
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/NathanDavis, Noxious Bomb, Kohl of Uncanny Discernment, Soul Stimulant

    Alchemical Laboratory Card 1:
    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.

    Alchemical Laboratory Card 2:
    Soul Stimulant
    Item 2
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Alchemical Laboratory 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.

    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: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Coffer Corpse

    Ruined Temple Card 1:
    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.

    Ruined Temple 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.

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Ruined Temple Card 5:
    Disable Mechanism
    Spell 2
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Ruined Temple 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.

    Ruined Temple Card 7:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    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.

    Ruined Temple Card 10:
    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.

    Ruined Temple Card 11:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.
    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger,

    Ghoul Square 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.

    Sea Fort
    Closed
    At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


  • Reinforcements have arrived from Seoni's kin!


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (During Raheli's turn)
    Discarding Remove Curse to cast Black Spot. Revealing Spellbook

    Arcane 6: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14
    Black Spot is recharged
    Seoni followed Raheli's plan perfectly, stunning the Black Echelon Operative when it emerged.

    (Seoni's turn)
    Grand Lodge 4: 1d4 ⇒ 4
    Raheli had drawn all the fire away when she left the town square.

    Exploring Ghoul Square 1: 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.

    Discarding Fire Snake to draw Remove Curse. Displaying Frostbite, recharging Blessing of the Gods copying Blessing of the Elements, discarding Bestiary of Garund
    Combat 11+4=15: 2d12 + 3 + 1d6 + 1d4 ⇒ (2, 1) + 3 + (2) + (2) = 10
    Burying Reinforcements
    Combat 11+4=15: 10 + 1d8 ⇒ 10 + (7) = 17
    Black Echelon Operative is banished. Discarding Frostbite without recharging
    Closing Ghoul Square. Suffering Curse of the Ravenous, but it is banished for duplicating existing curse. Ghoul Square is closed.
    Recharging Remove Curse to banish Curse of the Ravenous

    "Hang on a second- that's a interesting Garundese accent you have there..." Seoni realized that there must be a Black Echelon agent directing the townsfolk against her, and targeted the lawyer with a frost spell. For a second she thought that she was mistaken- but one of Seoni's kin countered the agent's illusion, revealing the ghoul. The townsfolk, realizing they had been manipulated, were too eager to dismiss the charges against the sorcerer, and promised to vigilantly patrol the town square henceforth.

    Ending turn. Resetting hand

    At the start of Valeros's turn, recharging Surgeon to cure Bestiary of Garund
    The surgeon insisted on treating Seoni before she rushed off to the next troublespot.

    Seoni wrote:

    Hand: Blessing of the Gods 2, Blessing of the Gods 3, Elven Chain Shirt, Force Missile, Sage, Spellbook, Surgeon

    Displayed:
    Deck: 8 6 Discard: 2 3 Buried: 2
    Notes: Do not cure
    Ask before using: 2 Blessings 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 [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 Ancients.

    The Archers again take aim at Valeros Grand Lodge archers: 1d4 ⇒ 4 but this time they miss him.

    Valeros hands his

    Staff of Minor Healing:
    Recharge this card to allow a character at your location to recharge a random card from his discard pile.
    to his friend Grazzle. (Yes, we could use this to send the buried Reinforcements on, but given how much damage Grazzle has taken, I think it's better for him to use (and potentially re-use) the staff and we can use an ally or a blessing to send the reinforcements on.)

    Valeros remains at the Dye Market and looks around.

    Explore Dye Market Card 1

    Fire Gecko:

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

    Wis 4: 1d4 ⇒ 1 Not acquired

    Discarding Mindblade to Explore Dye Market Card 2

    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.

    Revealing Spiked Chain +1
    Combat 8: 1d10 + 5 + 2d4 + 1 ⇒ (2) + 5 + (1, 4) + 1 = 13
    Recharging Spiked Chain +1
    Combat 10: 1d10 + 5 + 2d4 + 1 + 1d6 ⇒ (2) + 5 + (4, 1) + 1 + (6) = 19
    Coffer Corpse is banished

    Reset hand, end turn

    At the *end* of Grazzle's turn: bury Sharper to send Reinforcements on

    Valeros wrote:

    Hand: Greatclub, Shock Glaive +1, Sharper, Shield Cloak aq, Captain's Cutlass,

    Displayed:
    Deck: 8 Discard: 5 Buried: 1
    "Notes: Unless noted otherwise, use my cards as needed
    Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Captain's Cutlass: Recharge to reduce Combat damage dealt to a character at your location by 2."
    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 Wadjet in effect.

    "Thanks Valeros."

    Grazzle heals those who want it while he sits safely behind his shields.

    Discard 3 card to Heal Raheli for 2, Veleros for 4 Remove Curse, Minnothet aq, Dhabba aq

    He then looks around Dye Market a bit.

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

    combat 16 using and recharging Frigid Blast, recharging Raheli's Blessing of the Elements, and Sharper helps: 2d8 + 2d4 + 1d6 + 7 ⇒ (1, 2) + (1, 2) + (1) + 7 = 14

    Use Dilapidated Plaza power to bury Tussah Silk Coat to reroll the 1 on one of the d8: 1d8 ⇒ 5

    After an odd wibble a Frigid Blast and some help from Sharper manages to take the Chieftain down.

    Grazzle rests.

    Grazzle wrote:

    Hand: Burglar's Buckler aq, Alchemist's Shield aq, Find Traps, Corrosion Raheli, Scroll of Thoth aq, Staff of Minor Healing Valeros,

    Displayed:
    Deck: 4 Discard: 13 Buried: 1
    Notes: Corrosion: Discard this card to add 1 die to any barrier or check against a monster that has the Construct or Undead trait, 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>


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

    Healing from Grazzle noted - thanks but be safe!

    Valeros will bury Sharper to send our buried Reinforcements to another table

    Valeros wrote:

    Hand: Greatclub, Shock Glaive +1, Shield Cloak aq, Captain's Cutlass,

    Displayed:
    Deck: 12 Discard: 1 Buried: 2
    "Notes: Unless noted otherwise, use my cards as needed
    NONE Reveal my ally to add +1d6+1 to your combat checks at my location;
    Captain's Cutlass: Recharge to reduce Combat damage dealt to a character at your location by 2."
    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.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    BR: Officially requesting more reinforcements!


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Today is an Ancient Day

    Pain?: 1d4 ⇒ 4

    The onslaught has been oddly quiet. Raheli takes the opportunity to sneak into the Ruined Temple.

    She wraps herself in the depth of history here. Old Salt recharges has a particular understanding of it all.

    Automatically Acquire Blessing of the Ancients rolling 1d4+3 to hit Divine 3. Discard (Bury) BotA to Examine

    The Ancients lead Raheli to her quarry, Black Echelon Operative. For once she catches them unaware. Launching everything she has at it, Frilled Lizard and all.

    Examined and Encountered so Ignore While You Act. Recharge Confusion and Blue Star, Discard Frilled Lizard. Recharge Seoni's BotG2 (No extra discards!)

    Combat 15: 1d10 + 1 + 1d8 + 1d4 + 2d4 + 1d10 ⇒ (9) + 1 + (8) + (3) + (1, 4) + (7) = 33

    A confusing whirlwind of hair, flowers and lizard teeth envelopes the operative. In a moment, he is reduced to meat and mulch.

    Bury BotQ2 to close: Draw a Random Blessing: BoPharasma

    The Ruins fall quiet.

    Raheli wrote:

    Hand: Silver Raven Figurine, Fox, Magic Carpet, Game of Afterlife, Noxious Bomb, Blessing of Pharasma ,

    Displayed: Snapping Turtle,
    Deck: 11 Discard: 1 Buried: 2
    Notes: Blessing of Pharasma and Fox available. Let me know if you want to give or take an item, weapon, or armor with me. I've got the Figurine. Can banish curses as needed.
    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.


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

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


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Grand Lodge 4: 1d4 ⇒ 2
    Revealing Elven Chain Shirt to prevent 1 Ranged damage. Discarding Force Missile for 1 Ranged damage
    Moving to Dye Market.
    There was only one more patch of fighting, at the market. Seoni went there, taking a glancing hit on the way.

    Exploring Dye Market 4: Mystic Silk Cloak

    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.

    Seoni cannot make a CON/Fortitude 8 check. Mystic Silk Coat is banished
    The dyers knew their craft, for sure. But as nice as the silks looked, Seoni didn't have time to try on a new outfit. "Maybe after the siege."

    Discarding Sage to explore Dye Market 5: Blasphemous Priest

    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.

    Discarding Spellbook to draw Force Missile
    Combat 10: 1d12 + 3 + 2d4 ⇒ (10) + 3 + (4, 2) = 19
    Blasphemous Priest is banished. Force Missile is recharged
    The cleric from the town square had fled to a shop, and was putting up a final defense. A sage of Absalom was struggling to stop the priest; Seoni took out the healer with a magic missile, leaving the enemy general all alone.

    Discarding Blessing of the Gods to explore Dye Market 6: Frost Sling +1

    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.

    Seoni cannot make a DEX/Ranged 6 check. Frost Sling +1 is banished
    A magic weapon tumbled from the undead priest's cold hands, but this wasn't the time to be distracted by treasure.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Lightning Touch, Remove Curse, Elven Chain Shirt, Black Spot, Blessing of the Gods 1, Blessing of the Gods 4, Toxic Cloud,

    Displayed:
    Deck: 3 Discard: 6 Buried: 2
    Notes: Okay to cure
    Ask before using:
    Can use without asking: 2 Blessings of the Gods; Remove Curse; Black Spot (-3 to difficulty vs monster); Toxic Cloud (+1d6 and Poison to combat for rest of turn)

    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 Ancients.

    The archers once again take aim at Valeros. Grand Lodge archers: 1d4 ⇒ 1 Recharging Captain's Cutlass to absorb the damage

    Explore Dye Market Card 7

    Devoted General:

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

    Recharging Greatclub, discarding Grazzle's Corrosion, Raheli's Blessing of Pharasma, and Seoni's Blessing of the Gods 1 and Seoni's Black Spot

    Combat 24-6-3=15: 1d10 + 5 + 1d10 + 1 + 1d10 + 1d10 + 2d10 + 1d10 ⇒ (4) + 5 + (5) + 1 + (2) + (3) + (10, 10) + (1) = 41

    With the help of his friends, Valeros bashes in the head of the Devoted General and warns all their foes to never again besiege the fair city of Absalom!

    Villain defeated. We win!


    9–00A: A CITY IN CHAOS - COMPLETED (Repeat)

    REWARDS:

  • 1 success was reported to the Overseers for the Grand Lodge.

  • This is a replayed scenario, so no additional rewards or Tier-Ups occur.

    Development (Repeat):
    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:

    Dhabba (Ally B)
    Minnothet (Ally 2)

    Crocodile Skin Armor (Armor B)
    Shield Cloak (Armor 1)
    Burglar's Buckler (Armor 1)
    Mistmail (Armor 2)
    Alchemist's Shield (Armor 2)
    Tooled Crocodile Skin (Armor 2)

    Blessing of Pharasma (Blessing B)
    Blessing of Abadar (Blessing B)
    Blessing of the Ancients (Blessing B)
    Blessing of Thoth (Blessing 1)
    Blessing of Maat (Blessing 2)

    Crowbar (Item B)
    Smoked Glass Goggles (Item B)
    Potion of Healing (Item B)
    Scroll of Thoth (Item 1)
    Magic Carpet (Item 2)

    Find Traps (Spell B)
    Toxic Cloud (Spell 2)

    Torch (Weapon B)
    Shotel (Weapon B)


  • Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    If we somehow start another. Replace Noxious Bomb with Game of Afterlife

    Back to the Smoking Den?

    Raheli wrote:

    Hand: Sapphire of Intelligence, Game of Afterlife, Blessing of the Elements, Old Salt, Fox, Black Spot,

    Displayed: Flying Squirrel,
    Deck: 9 Discard: 0 Buried: 0
    Notes: Blessing, Black Spot and Fox available. Can banish curses as needed
    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.


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

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

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

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


    I accidentally didn't change the title of the scenario conclusion, whoops. You definitely just completed 9-00B again, not 9-00A.

    9–00A: A CITY IN CHAOS (Round 3!)

    Scenario Intro, again, 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, again. Part 3 will be announced at the earliest of 2 days from now, no earlier. If you are mid-scenario when Part 3 begins, you will immediately end the scenario and move on... but you will still get to choose a deck upgrade from your acquired cards.

    Note that both the Dark Archives and Sovereign Court Announced Conditions are in effect. I can't update the campaign header right now, so I'll reference them in my update posts 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.
  • Sovereign Court condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.

    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 Sage:
    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.
    Sovereign Court:
    Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.
  • 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:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Monster 2

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

    Monster 3

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

    Monster 4

    Spoiler:
    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:
    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.

    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:
    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.

    Barrier 3

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

    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:
    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:
    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 4

    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 5

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

    Random Spells:

    Spell 1
    Spoiler:
    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 2

    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 3

    Spoiler:
    Speak with Dead
    Spell 1
    Traits: Magic Divine Undead
    To Acquire: Wisdom Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4

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

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

    Armor 3

    Spoiler:
    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 4

    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 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:
    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.

    Item 2

    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 3

    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 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:
    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.

    Random Allies:

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

    Ally 2

    Spoiler:
    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:
    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 4

    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 5

    Spoiler:
    Unwrapped Harmony
    Ally 2
    Traits: Trigger Caligni Oracle
    To Acquire: Perception Charisma Diplomacy 11
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of 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 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 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:

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

    Blessings Remaining: 30

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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.

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

    Blessings Deck Card 5 - Turn 5 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 6 - Turn 6 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 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 Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 - Turn 9 Raheli

    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.

    Blessings Deck Card 10 - Turn 10 Seoni

    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.

    Blessings Deck Card 11 - Turn 11 Valeros

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

    Blessings Deck Card 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 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 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 15 - Turn 15 Valeros

    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.

    Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 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.

    Blessings Deck Card 18 - Turn 18 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 19 - Turn 19 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 20 - Turn 20 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 21 - Turn 21 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 22 - Turn 22 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 23 - Turn 23 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 24 - Turn 24 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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 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 29 - Turn 29 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 30 - Turn 30 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.

    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, Seoni/EmpTyger, Valeros/AbrahamZ

    Smoking Den Card 1:
    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.
    Smoking Den 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.
    Smoking Den Card 3:
    Ptemenib
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine 8
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    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 6:
    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.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    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 10:
    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.

    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:
    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.
    Surgery Card 2:
    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 3:
    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 4:
    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.
    Surgery Card 5:
    Flame Staff
    Item B
    Traits: Staff Attack Fire Magic Basic
    To Acquire: Arcane Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
    Surgery Card 6:
    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.
    Surgery Card 7:
    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.
    Surgery Card 8:
    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.
    Surgery Card 9:
    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 10:
    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.

    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: None

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    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.
    Vizier's Hill Card 3:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    Vizier's Hill Card 4:
    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 5:
    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 6:
    Lightning Storm
    Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Vizier's Hill Card 8:
    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.
    Vizier's Hill Card 9:
    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.
    Vizier's Hill Card 10:
    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.

    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:
    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.
    Precinct of Left Eyes Card 2:
    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.
    Precinct of Left Eyes Card 3:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.
    Precinct of Left Eyes Card 4:
    Scarab Swarm
    Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precinct of Left Eyes Card 5:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Precinct of Left Eyes Card 6:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Precinct of Left Eyes 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.
    Precinct of Left Eyes Card 8:
    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.
    Precinct of Left Eyes Card 9:
    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.
    Precinct of Left Eyes Card 10:
    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.


  • If anyone wishes to change their starting location, feel free to do so.

    Each character draws a random ally from the Liberty's Edge Announced Condition. As before with the blessings, I've drawn one for each of you:

    Grazzle - Mahga Threefingers:

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

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

    Apparently most of the freed slaves were actually animal labor. How do you put a Porcupine to work?


    Grazzle's deck Desired upgrades: None until tier 3

    It is the time for the Silver Crusade to show up too early. Starting at Surgery.

    The Silver Crusade assign Mahga Threefingers to help him.

    Grazzle wrote:

    Hand: Magical Child, Blessing of the Spellbound 1, Blessing of Abadar, Find Traps, Pyrotechnic Blast, Blessing of the Gods,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes: Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait, Find Traps: +2 dice vs barriers, Abadar: +2 dice vs barriers
    Sideboard cards:

    With a sense of deja-vu Grazzle explores the Surgery.

    Desert Trapper:
    resents Grazzle's presence.
    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.

    Graazle scares him with a display of Pyrotechnics.

    combat 11 casting and recharging Pyrotechnic Blast: 1d8 + 2d4 + 6 ⇒ (4) + (2, 1) + 6 = 13

    He runs out of the building in fear.

    A small child in brightly colored clothes darts around a corner.

    Grazzle narrows his eyes. "You know better then this..."
    *sigh*

    He foolishly follows.

    A scroll.

    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.

    Grazzle looks at it. Some weak arcane magic. He leaves it where it is in case the child trapped it.

    He asks Mahga to explore for him.

    She comes back and runs by him. He is confused for a moment until a

    Shock Elemental:
    attacks him.
    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.

    And pausing here until everyone has drawn their opening hand.


    I made a mistake and forgot the Conflagrations again; how often does this place catch fire?

    Grazzle may make a check to defeat his Conflagration whenever he wishes. Note that you can make the check at the start of your turn, which means you could have it occur before Surgery heals you, in case you want to spend a blessing on it. You may re-do as much of your turn as you wish; that's my fault.

    =======

    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.
  • Sovereign Court condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.

    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 Sage:
    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.
    Sovereign Court:
    Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.
  • 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: 1, Grazzle/Bigguyinblack

    Random Monsters:

    Monster 1
    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 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:
    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.

    Monster 4

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

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    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 3

    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 4

    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.

    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:
    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:
    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 3

    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 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:
    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.

    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:
    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.

    Spell 3

    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 4

    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 5

    Spoiler:
    Sands of Time
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Random Armor:

    Armor 1
    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Armor 2

    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 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:
    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:
    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:
    Mumia
    Item 2
    Traits: Liquid Alchemical Mummy
    To Acquire: Intelligence Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    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:
    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.

    Item 4

    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 5

    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.

    Random Allies:

    Ally 1
    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 2

    Spoiler:
    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.

    Ally 3

    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 4

    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 5

    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.

    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 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 3

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

    Blessing 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:

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

    Blessings Remaining: 30

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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.

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

    Blessings Deck Card 5 - Turn 5 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 6 - Turn 6 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 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 Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 - Turn 9 Raheli

    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.

    Blessings Deck Card 10 - Turn 10 Seoni

    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.

    Blessings Deck Card 11 - Turn 11 Valeros

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

    Blessings Deck Card 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 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 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 15 - Turn 15 Valeros

    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.

    Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 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.

    Blessings Deck Card 18 - Turn 18 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 19 - Turn 19 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 20 - Turn 20 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 21 - Turn 21 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 22 - Turn 22 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 23 - Turn 23 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 24 - Turn 24 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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 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 29 - Turn 29 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 30 - Turn 30 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.

    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, Seoni/EmpTyger, Valeros/AbrahamZ, Conflagration

    Smoking Den Card 1:
    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.
    Smoking Den 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.
    Smoking Den Card 3:
    Ptemenib
    Ally 2
    Traits: Human Cleric
    To Acquire: Charisma Diplomacy Divine 8
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
    Smoking Den Card 4:
    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.
    Smoking Den Card 5:
    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 6:
    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.
    Smoking Den Card 7:
    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.
    Smoking Den Card 8:
    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.
    Smoking Den Card 9:
    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 10:
    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.

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

    Surgery Card 1 (Shock Elemental):
    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 2:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Surgery Card 3:
    Flame Staff
    Item B
    Traits: Staff Attack Fire Magic Basic
    To Acquire: Arcane Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
    Surgery Card 4:
    Flash Freeze
    Item B
    Traits: Liquid Cold Alchemical Basic
    To Acquire: Intelligence Craft 5
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
    Surgery Card 5:
    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.
    Surgery Card 6:
    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.
    Surgery 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.
    Surgery Card 8:
    Blessing of Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Divine 6 OR Wisdom Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    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: Conflagration

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    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.
    Vizier's Hill Card 3:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    Vizier's Hill Card 4:
    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 5:
    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 6:
    Lightning Storm
    Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Vizier's Hill Card 8:
    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.
    Vizier's Hill Card 9:
    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.
    Vizier's Hill Card 10:
    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.

    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: Conflagration

    Precinct of Left Eyes Card 1:
    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.
    Precinct of Left Eyes Card 2:
    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.
    Precinct of Left Eyes Card 3:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.
    Precinct of Left Eyes Card 4:
    Scarab Swarm
    Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precinct of Left Eyes Card 5:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Precinct of Left Eyes Card 6:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Precinct of Left Eyes 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.
    Precinct of Left Eyes Card 8:
    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.
    Precinct of Left Eyes Card 9:
    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.
    Precinct of Left Eyes Card 10:
    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.


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

    Valeros *still* hasn't gotten to smoke his cigar. He heads back to the Smoking Den, thinking that this will finally be his lucky day.

    Favored card type: Weapon

    Valeros wrote:

    Hand: Porcupine aq, Sorrowsoul, Chain Mail, Blessing of Abadar, Shock Glaive +1, Mindblade,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed
    YES: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Blessing of Abadar: +2 dice vs barrier;
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Upgrading Blessing B of the Gods to Blessing B of the Spellbound
    Starting at Vizier's Hill

    There was a lull in the fighting, but a few last pockets of bandits were still making trouble. Believing more in her magic, Seoni went with the Liberty's Edge to try to quell these last disturbances. "Perhaps this time the Vizier will be receptive," said the sorcerer, feeling as prickly as the Liberty's Edge symbolic porcupines.

    Seoni wrote:

    Hand: Spellbook, Remove Curse, Blessing of the Spellbound, Force Missile, Frostbite, Menagerie Keeper, Elven Chain Shirt, Porcupine,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Notes: Okay to cure
    Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane or Divine)
    Can use without asking: Blessing if would recharge; Remove Curse

    Skills and Powers:

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

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


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

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


    Grazzle's deck Desired upgrades: None until tier 3

    At start of turn...

    Survival 9 using Blessing of Abadar: 3d10 + 2 ⇒ (6, 8, 3) + 2 = 19

    Conflagration banished. Use Surgery ability to shuffle in blessing.


    Grazzle's deck Desired upgrades: None until tier 3

    ...continued.

    *In unison* "With our powers combined!"

    With the help of his quick witted allies Grazzle tries to fight off the Shock Elemental with his bare hands. (Claws?)

    Combat 9 discarding Valeros's Blessing of Abadar, Seoni's Blessing of the Spellbound, and my Blessing of the Gods: 4d6 ⇒ (6, 4, 4, 6) = 20

    In an impressive fight that overused slow motion effects Grazzle handily pummels the elemental. He rests as he tries to figure out how to cook it.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Blessing of the Spellbound 1, Blessing of the Spellbound 2, Find Traps, Crocodile Skin Armor, Holy Light,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Notes: Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait, 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>


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    The day is Wadjet-y.

    Raheli is back to fighting fires.

    Recharge Game of Afterlife, Grazzle's Find Traps

    Disable 9: 1d10 + 3 + 1d4 + 2d10 ⇒ (4) + 3 + (2) + (9, 7) = 25

    Raheli shares knowledge of the Elements with Valeros. Give Card BotE

    Blessing of the Elements:
    Traits
    Basic

    Powers
    Discard this card to add 1 die to any check.

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

    Discard this card to explore your location.

    A Cleric of Nethys is having a discreet puff. Raheli engages in an intellectual conversation with her.

    Sovereign Court Condition and Recharge Fox

    Acquire Knowledge 9: 1d8 + 2 + 1d8 + 1d4 ⇒ (3) + 2 + (6) + (3) = 14

    She's heard of our cause and takes to Raheli's Fox.

    Discard Fire Gecko

    Recharge Old Salt to Auto-Acquire: Blessing of the Ancients has been bestowed on Raheli thanks to her reliance on "Old" friends.

    Discard BotA

    She discovers another potential ally, Ptemenib.

    Sovereign Court Condition and Recharge Sapphire of Intelligence

    Acquire Divine 8: 1d8 + 1d8 ⇒ (1) + (5) = 6 Recharge Cleric of Nethys after the roll to add 2 to succeed. Ptemib was about to show Raheli the door when the Cleric of Nethys came and vouched for her.

    He tells her about other parts of town. Recharge Ptemib to examine the top cards of both Vizier's Hill and Precinct of Left Eyes

    Precinct of Left Eyes: Poisoned Sand Tube (Weapon)
    Vizier's Hill: Hurtling Tiles Trap (Barrier)

    Raheli wrote:

    Hand: Corrosion, Blessing of the Quartermaster 1, Compass, Frilled Lizard, Confusion, Black Spot,

    Displayed: Flying Squirrel,
    Deck: 10 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    On Seoni's turn, recharge Compass and move and examine Precinct of Left Eyes. Surprise! It's the Poisoned Sand Tube

    Raheli wrote:

    Hand: Corrosion, Blessing of the Quartermaster 1, Frilled Lizard, Confusion, Black Spot,

    Displayed: Flying Squirrel,
    Deck: 11 Discard: 2 Buried: 0
    Notes: Corrosion, BotQuartermaster and Black Spot 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 Kobold Sorcerer/Fire Element Master Deck Handler

    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.

    Discarding Raheli's Corrosion, recharging Valeros's Blessing of the Elements, recharging Raheli's Blessing of the Quartermaster.
    CON 9: 4d6 ⇒ (2, 6, 3, 1) = 12
    Conflagration is banished
    Moving to Smoking Den
    Seoni had an easier time enduring the nearby flames than enduring the wait to see the vizier. She left rather than stand in line.

    Exploring Smoking Den 4: The Evil Eye

    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.

    Revealing Spellbook
    Arcane 6+4=10: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8
    Scourge: 1d6 ⇒ 6
    Displaying Curse of Withering. The Evil Eye is banished.
    Recharging Remove Curse to banish Curse of Withering

    When the sorcerer got to the Smoking Den, she sought at Valeros and gave him a friendly hug. The woman he was chatting up didn't seem to like that, and fixed Seoni with an evil stare, which she recognized as a witch's hex. Seoni condescendingly countered the hex. "Dearie, if he were a contest, you'd already have lost. Now run along."

    Discarding Porcupine to explore Smoking Den 5: Blowgun

    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.

    Knowledge 5: 1d8 + 2 ⇒ (6) + 2 = 8
    Blowgun is acquired
    "So they gave you a porcupine too, huh? It's not completely useless though. Look at this little trick." The sorcerer removed one of the porcupine's quills, and inserted it in a narrow smoke tube.

    Discarding Menagerie Keeper to explore Smoking Den 6: Hyena

    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.

    Discarding Blowgun to draw Blessing of the Spellbound. Discarding Force Missile. Valeros displays Ally Porcupine
    Combat 9: 1d12 + 3 + 2d4 + 1d6 + 1 ⇒ (2) + 3 + (1, 1) + (2) + 1 = 10
    Hyena is banished. Force Missile is recharged
    The menagerie keeper ran up to Seoni. "Sorry to interrupt, but there's a wild hyena on the loose!" Seoni and Valeros quickly dealt with the beast.

    Discarding Blessing of the Spellbound to explore Smoking Den 7: Heat Metal

    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.

    Revealing Spellbook. Using Grazzle's Blessing of the Spellbound, which recharges.
    Arcane 9: 2d12 + 3 + 1d4 ⇒ (6, 7) + 3 + (3) = 19
    Heat Metal is acquired
    Back in the den, Seoni recognized something magical about the pipes that were producing the smoke. She flipped through the spellbook. "I'm sure I've seen something like that before... yes!"

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Spellbook, Heat Metal, Bestiary of Garund, Fire Snake, Frostbite, Blessing of the Gods 1, Elven Chain Shirt,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Notes: Okay to cure
    Ask before using: Blessing of the Gods
    Can use without asking: Blessing if would recharge; Blessing for Conflagration; Heat Metal (+1d4+1 and Fire to combat at my location/+2 dice vs Lock or Trap 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.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    recharge Corrosion Arcane 9: 1d8 + 2 ⇒ (5) + 2 = 7

    Raheli wrote:

    Hand: Frilled Lizard, Confusion, Black Spot,

    Displayed: Flying Squirrel,
    Deck: 12 Discard: 3 Buried: 0
    Notes: Black Spot 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.


    Grazzle's deck Desired upgrades: None until tier 3

    Hand update.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Blessing of the Spellbound 2, Crocodile Skin Armor, Holy Light,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Notes: Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait
    Sideboard cards:


    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 realizes that he'd better hurry if he hopes to get a smoke before the den is closed down forever.

    Explore Smoking Den 8

    Valeros looks back and forth between his shock glaive and the shock glaive sitting by itself in the smoking den. They seem practically identical.

    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.

    Melee 11: 1d10 + 5 ⇒ (2) + 5 = 7 Not acquired

    Valeros is pretty sure that this shock glaive is some kind of illusory mockery of his own trusty one and leaves it where he found it.

    Discard Porcupine to explore Smoking Den 9

    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 everyone there must summon and encounter a Silver Chain Smuggler - I think this is only Seoni

    Technically, everything below happens AFTER Seoni's BYA, but there's nothing that will be affected by her BYA, so I'm going to go ahead and post it now.

    BYA Diplomacy 5: 1d8 + 3 ⇒ (8) + 3 = 11 Valeros avoids being poisoned

    Reveal Shock Glaive +1
    Combat 12: 1d10 + 5 + 1d10 + 1 ⇒ (2) + 5 + (6) + 1 = 14 Defeated

    AYA examine Smoking Den Card: The First Law is triggered

    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.

    The First Law is now displayed

    Per the henchman power: Valeros attempts to close the location.

    Summon and acquire a random ally that lists Diplomacy in its check to acquire.

    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.

    Including Sovereign Court condition
    Diplomacy 5: 1d8 + 3 + 1d8 ⇒ (7) + 3 + (8) = 18 Acquired

    Smoking Den is closed

    Leaving hand as it is, end turn.

    Valeros wrote:

    Hand: Embalmer aq, Sorrowsoul, Chain Mail, Mindblade, Shock Glaive +1,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed
    YES: Reveal my ally to add +1d6+1 to your combat checks at my location;
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (During Valeros's turn)
    Summoning 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.

    Revealing Bestiary of Garund
    Diplomacy 5: 1d4 + 1d4 ⇒ (2) + (3) = 5
    Discarding Elven Chain Shirt to draw Arcane Blessing of the Spellbound. Displaying Frostbite. Valeros reveals Ally Mindblade
    Combat 12: 1d12 + 3 + 1d6 + 1d6 + 1 ⇒ (7) + 3 + (6) + (1) + 1 = 18
    Silver Chain Smuggler is banished. Discarding Frostbite without recharging.
    A couple looters entered the smoking den. Seoni stood up, and held up one of her books. "Look, guys, this is a catalogue of all the invaders we've killed. Do you really want to pick a fight with us?" One of the looters, hearing Seoni's intimidating tone and seeing that they were outnumbered, sheathed his dagger. A blast of cold air convinced him to leave while the getting was good.

    Seoni wrote:

    Hand: Spellbook, Heat Metal, Bestiary of Garund, Fire Snake, Blessing of the Gods 1, Blessing of the Spellbound,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Notes: Do not cure
    Ask before using: Blessing of the Gods; Blessing of the Spellbound
    Can use without asking: Blessing if would recharge; Blessing for Conflagration; Heat Metal (+1d4+1 and Fire to combat at my location/+2 dice vs Lock or Trap 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.


    Grazzle's deck Desired upgrades: None until tier 3

    Blessing of the Elements in effect.

    Hanging out in a Surgery is good for Grazzle's health.

    Shuffle... Mahga Threefingers into deck.

    He does a bit of long distance healing.

    Discard 2 cards to heal Raheli for 3, Valeros for 1 Find Traps, Cure 2

    He wanders down a dingy corridor.

    Toxic Geyser Survival 9 recharging Seoni's BotG as a copy of Blessing of the Elements and discarding my Blessing of the Spellbound 2: 3d10 + 2 ⇒ (4, 6, 6) + 2 = 18

    He spots the signs of an old acid trap and gets rid of it.

    He does a bit of cleaning.

    End turn refreshing hand.

    Grazzle wrote:

    Hand: Tussah Silk Coat, Pyrotechnic Blast, Heavy Pick, Mahga Threefingers aq, Crocodile Skin Armor, Holy Light,

    Displayed:
    Deck: 5 Discard: 5 Buried: 0
    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> [X] Add 2 to your check that invokes the Attack trait.
    <Power 4>
    <Power 5>


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

    Grazzle healing noted

    Valeros wrote:

    Hand: Embalmer aq, Sorrowsoul, Chain Mail, Mindblade, Shock Glaive +1,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed
    YES: Reveal my ally to add +1d6+1 to your combat checks at my location;
    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.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    A time of Elements

    Firefighter Rahl at it again, fighting Conflagrations

    Discard Frilled Lizard

    Disable 11: 1d10 + 3 + 2d4 ⇒ (4) + 3 + (4, 2) = 13

    The Frilled Lizard teamed up with Raheli to bring the fire down.

    Now for that Poisoned Sand Tube.

    Buring Black Spot for Smoking Den Location Power

    Acquire Knowledge 6: 1d8 + 2 + 1d8 ⇒ (7) + 2 + (5) = 14

    Raheli wrote:

    Hand: Poisoned Sand Tube, Game of Afterlife, Blessing of the Quartermaster 1, Compass, Confusion, Old Salt,

    Displayed: Flying Squirrel,
    Deck: 11 Discard: 1 Buried: 1
    Notes: BotQuartermaster available. If someone triggers first law or gets another curse. They can use Game of Afterlife to get rid of it.
    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.


    Sorry for the bit of a delay in the update; it'll be pretty consistent for the next 9 hours, though, if the opportunity arises.

    All Conflagrations are cleared.

    Your acquired cards so far are as follows (I'll be doing this more frequently to help you prepare to choose deck upgrades)...

    Acquired Cards:
    Fire Gecko (Ally B)
    Porcupine (Ally B)
    Mahga Threefingers (Ally B)
    Embalmer (Ally B)
    Porcupine (Ally B)
    Ptemenib (Ally 2)
    Cleric of Nethys (Ally 2)

    Blessing of the Ancients (Blessing B)

    Heat Metal (Spell 2)

    Poisoned Sand Tube (Weapon B)
    Blowgun (Weapon B)

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

    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.
  • Sovereign Court condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.
  • Scarab Sages condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

    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 Sage:
    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.
    Sovereign Court:
    Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.
  • 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:

    The First Law is DISPLAYED:
    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.

    Turn: 7, Seoni/EmpTyger

    Random Monsters:

    Monster 1
    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 2

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

    Monster 5

    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.

    Random Barriers:

    Barrier 1
    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 2

    Spoiler:
    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.

    Barrier 3

    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 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:
    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:
    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 2

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

    Weapon 3

    Spoiler:
    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 4

    Spoiler:
    Flaming Spear +1
    Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Weapon 5

    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.

    Random Spells:

    Spell 1
    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 2

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

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

    Spell 5

    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.

    Random Armor:

    Armor 1
    Spoiler:
    Crocodile Skin Shield
    Armor B
    Traits: Shield Offhand Basic
    To Acquire: Constitution Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Armor 2

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

    Armor 3

    Spoiler:
    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:
    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:
    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.

    Random Items:

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

    Item 2

    Spoiler:
    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.

    Item 3

    Spoiler:
    Healer's Kit
    Item B
    Traits: Tool Healing
    To Acquire: Wisdom Survival Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 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:
    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.

    Random Allies:

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

    Ally 2

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

    Ally 5

    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.

    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 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 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 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 Maat:
    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 Remaining: 24

    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 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 Raheli

    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.

    Blessings Deck Card 4 - Turn 4 Seoni

    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.

    Blessings Deck Card 5 - Turn 5 Valeros

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

    Blessings Deck Card 6 - Turn 6 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 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 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 Valeros

    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.

    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 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 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 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 14 - Turn 14 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 15 - Turn 15 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 16 - Turn 16 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 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 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 19 - Turn 19 Raheli

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

    Blessings Deck Card 20 - Turn 20 Seoni

    Spoiler:
    Blessing of 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 21 - Turn 21 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 22 - Turn 22 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 23 - Turn 23 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 24 - Turn 24 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.

    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: Seoni/EmpTyger, Valeros/AbrahamZ,

    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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack,

    Surgery Card 1:
    Flame Staff
    Item B
    Traits: Staff Attack Fire Magic Basic
    To Acquire: Arcane Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
    Surgery Card 2:
    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.
    Surgery Card 3:
    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.
    Surgery Card 4:
    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.
    Surgery 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.
    Surgery Card 6:
    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.

    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:

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    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.
    Vizier's Hill Card 3:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    Vizier's Hill Card 4:
    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 5:
    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 6:
    Lightning Storm
    Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Vizier's Hill Card 8:
    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.
    Vizier's Hill Card 9:
    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.
    Vizier's Hill Card 10:
    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.

    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: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/NathanDavis,

    Precinct of Left Eyes 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.
    Precinct of Left Eyes Card 2:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.
    Precinct of Left Eyes Card 3:
    Scarab Swarm
    Monster B
    Traits: Trigger Vermin Swarm Poison Veteran
    To Defeat: Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precinct of Left Eyes Card 4:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Precinct of Left Eyes Card 5:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Precinct of Left Eyes Card 6:
    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 7:
    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.
    Precinct of Left Eyes Card 8:
    Blessing of Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Divine 6 OR Wisdom Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Precinct of Left Eyes Card 9:
    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.


  • Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Moving to Surgery
    Exploring Surgery 1: Flame Staff

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

    Revealing Spellbook
    Arcane 4: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (3) = 18
    Flame Staff is acquired
    Seoni went to check on the wounded. She took up a healer's staff to warm up some hypothermic patients.

    Discarding Blessing of the Spellbound to explore Surgery 2: Flash Freeze

    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.

    Revealing Spellbook
    INT 5: 1d8 + 1d4 ⇒ (5) + (1) = 6
    Flash Freeze is acquired
    The sorcerer also administered cold magic to alleviate fevers.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Spellbook, Heat Metal, Bestiary of Garund, Fire Snake, Flame Staff, Flash Freeze, Surgeon,

    Displayed:
    Deck: 7 Discard: 6 Buried: 0
    Notes: Do not cure
    Ask before using:
    Can use without asking: Heat Metal (+1d4+1 and Fire to combat at my location/+2 dice vs Lock or Trap at my location); Surgeon (cure 1 card at my location); Flash Freeze (+1d12 and Cold vs Construct or Fire at my location/+STR or Melee to Disable 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 the Ancients.

    Valeros thinks about heading to the Vizier's Hill but armed with the knowledge that it is blocked by a trap, he decides that it's better left to Seoni and her Heat Metal spell. Instead, he joins his friend Raheli at the Precinct of Left Eyes.

    Explore Precinct 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.

    Recharge Raheli's BotQ
    Dex 6: 2d6 ⇒ (5, 1) = 6 Barrier banished

    Discard Mindblade to explore Precinct Card 2

    Khelru:

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

    Sovereign Court condition adds 1d8
    Diplomacy 9: 2d8 + 3 ⇒ (2, 8) + 3 = 13 Acquired This would be a good card to give to Grazzle

    Discard Sorrowsoul to explore Precinct Card 3

    Scarab Swarm:

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

    Revealing Shock Glaive +1
    Combat 10: 1d10 + 5 + 1d10 + 1 ⇒ (3) + 5 + (3) + 1 = 12 Defeated, but not by enough, and the check doesn't have the Fire trait, so the bane is shuffled back into the Precinct Deck;

    The First Law is triggered. Wisdom: 1d4 ⇒ 1 My combat check to defeat Scarab Swarm was 12. The difficulty of the check (10) plus the result of my Wisdom check (1) equals 11. Valeros draws the Curse of the Ravenous and First Law is banished.

    Raheli plays Game of Afterlife to banish Valeros' Curse of the Ravenous. Raheli needs to make an INT 8 check or Game of Afterlife is buried.

    Annoyed, Valeros decides to keep looking a little longer.

    Discard Embalmer to explore Precinct

    Precinct Card: 1d7 + 2 ⇒ (1) + 2 = 3 The swarm comes back for more!

    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.

    Recharging Shock Glaive +1
    Combat 10: 1d10 + 5 + 1d10 + 1 + 1d8 ⇒ (3) + 5 + (6) + 1 + (5) = 20 That's more like it. The Scarab Swarm is banished.

    Reset hand, end turn

    Valeros wrote:

    Hand: Blessing of Abadar, Greatclub, Chain Mail, Khelru aq, Staff of Minor Healing,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed
    Khelru: Reveal my ally to add +1d6+1 to your combat checks at my location;
    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.

    Precinct Deck has been shuffled - cards 1-3 are banished.

    Raheli's BotQ is recharged. Raheli's Game of Afterlife is buried unless INT 8 to recharge.

    First Law is banished.

    If Grazzle comes to Precinct, Valeros will give you Khelru (lets you shuffled 1d4 cards from discard into your deck, then discard the card). Note that Khelru is currently my only ally in hand, so I can't leave Precinct unless I recharge Khelru, which would defeat the whole purpose, so if you want Khelru you should come to my location.

    If we get another Reinforcements card (I think we don't have one right now?), Valeros can bury Staff of Healing to send it on again


    As above:
    Raheli may attempt to recharge Game of Afterlife, and recharges BotQ.
    First Law is banished.

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

    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.
  • Sovereign Court condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
  • Silver Crusade condition: Shuffle the support card Silver Crusade Favor into the blessings deck. For the rest of the adventure, do this after creating the blessings deck for each scenario.
  • Scarab Sages condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.

    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 Sage:
    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.
    Sovereign Court:
    Summon and build the locations Pleasure Barge and Safe House. The difficulty of checks to acquire allies that have Diplomacy in their checks to acquire is increased by 2 plus the scenario’s adventure deck number; when you acquire those allies, you may immediately attempt to close the location the ally came from. To complete this objective, close the Pleasure Barge and the Safe House.
  • 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: 9, 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:
    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 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:
    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:
    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.

    Random Barriers:

    Barrier 1
    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 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:
    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.

    Barrier 5

    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.

    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:
    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.

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

    Weapon 5

    Spoiler:
    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:
    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 2

    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 3

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

    Spell 4

    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 5

    Spoiler:
    Sands of Time
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    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:
    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 3

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

    Armor 4

    Spoiler:
    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 5

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

    Random Items:

    Item 1
    Spoiler:
    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 2

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

    Item 3

    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 4

    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 5

    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.

    Random Allies:

    Ally 1
    Spoiler:
    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.

    Ally 2

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

    Ally 3

    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 4

    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 5

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

    Random Blessings:

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

    Blessing 4

    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 5

    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.

    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: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Raheli

    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.

    Blessings Deck Card 2 - Turn 2 Seoni

    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.

    Blessings Deck Card 3 - Turn 3 Valeros

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

    Blessings Deck Card 4 - Turn 4 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 5 - Turn 5 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 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 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.

    Blessings Deck Card 8 - Turn 8 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 9 - Turn 9 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.

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

    Blessings Deck Card 12 - Turn 12 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 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 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 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 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 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 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 Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Divine 6 OR Wisdom Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 - Turn 21 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 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.

    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:

    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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Grazzle/Bigguyinblack, Seoni/EmpTyger,

    Surgery Card 1:
    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.
    Surgery Card 2:
    Apprentice
    Ally 2
    Traits: Half-Elf
    To Acquire: Arcane Divine Charisma Diplomacy 8
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.
    Surgery 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.
    Surgery Card 4:
    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.

    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:

    Vizier's Hill Card 1 (Hurtling Tiles Trap):
    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.
    Vizier's Hill Card 2:
    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.
    Vizier's Hill Card 3:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    Vizier's Hill Card 4:
    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 5:
    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 6:
    Lightning Storm
    Barrier B
    Traits: Obstacle Weather Electricity
    To Defeat: None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
    Vizier's Hill Card 7:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Vizier's Hill Card 8:
    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.
    Vizier's Hill Card 9:
    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.
    Vizier's Hill Card 10:
    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.

    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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/NathanDavis, Valeros/AbrahamZ,

    Precinct of Left Eyes Card 1:
    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.
    Precinct of Left Eyes Card 2:
    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.
    Precinct of Left Eyes Card 3:
    Blessing of Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Divine 6 OR Wisdom Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Precinct of Left Eyes Card 4:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Precinct of Left Eyes 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.
    Precinct of Left Eyes 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.


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

    Blessing of Pharasma in effect.

    Grazzle's allies seem to be in decent shape. Though the Surgery feels Grazzle could be doing better. Heal 1 random card. Blessing of the Gods.

    Valeros passed a message that he had a cleric friend Grazzle should meet.
    Seoni looks cold so Grazzle loans her a

    Tussah Silk Coat:

    Recharge this card 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 by 5; if proficient with light armors, bury it instead.

    Before traveling to Precinct of Left Eyes.

    He takes a look around while he is here.

    He spies a Greatclub but it is too heavy for him to lift and he leaves it be.

    Maybe Mahga Threefingers can find something interesting.

    She shows Grazzle some odd fluid.

    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.

    He tries to identify it.

    craft 7: 1d10 + 1 ⇒ (1) + 1 = 2

    But his tests ruin it.

    He hangs around until Valeros is no longer busy.

    Discard Heavy Pick and refresh hand.

    Grazzle wrote:

    Hand: Blessing of the Gods, Pyrotechnic Blast, Frigid Blast, Binder's Tome, Crocodile Skin Armor, Holy Light,

    Displayed:
    Deck: 3 Discard: 6 Buried: 0
    Notes: Binder's Tome: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait
    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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