[ACG] Season of Plundered Tombs with eddiephlash (Inactive)

Game Master eddiephlash

Turn order:
* Athnul/WilderRedbeard
* Feiya/skizzerz
* Raheli/Akaitora
* Drelm/MatsuKurisu
* Erasmus/NathanDavis
* Yoon/20100


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The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

As mentioned before, Raheli will visit Sunburst Market and fetch a Find Traps in exchange for her Blessing of the gods.

Sorry Ellie. I need you to transform into a turtle for this one. I'll need you to shield me. Yes, I know you prefer your fox form, but this won't take long."

For this mission, Raheli will be bringing the Snapping Turtle cohort.

Raheli will start at the Towering Obelisk.

Raheli will display her Snapping Turtle cohort right after the start of the first turn.

Raheli wrote:

Hand: FOX, WAND OF FLYING, BLESSING OF PHARASMA, BYZANTINE LEXICON, FIND TRAPS, CREATE MINDSCAPE,

Displayed: SNAPPING TURTLE,
Deck: 12 Discard: 0 Buried: 0
Current Location: Precinct of the Left Eyes
Hero Points: 2
NOTES:
Local Support: Recharge Fox to add 1d4 to local Intelligence or Wisdom check. Create mindscape will add 1d4 to all mental stats at my location once I display it. Recharge Byzantine Lexicon to add a die to your Wisdom check.
Distant Support: Cast Find Traps to add 2 dice to your CtD a barrier. BoPharasma to bless twice a check where a spell was played.
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

Raheli will also display Create Mindscape at Towering Obelisk.


Deck Handler // Searching for: Blessing 6 > Blessing 5


Scarab Buckler replaces Stalking Armor
Tetisurah replaces Verdant Rager
Starting at Towering Obelisk.

Erasmus wrote:

Hand: Blessing of Gozreh, Hawkmoon Bow, Call Spirit, Blessing of Thoth, Blessing of Angradd, Goblinvine,

Displayed: Spirit Relatives: BAYLOCK,
Deck: 12 Discard: 0 Buried: 0
"Notes: Blessings Available
Goblinvine: +1d8 mental combat at location
Will use Call Spirit on the first check at this location, adding 1d4 to all checks"

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☑ +1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☑+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d6 + 3
Divine: Wisdom d6 + 1d6 + 3
Perception: Wisdom d6 + 1d6 + 6
Survival: Wisdom d6 + 1d6 + 3

Die Bumps: 1/1
Favored Card: Weapon
Hand Size 5 ☑ 6 ☐7 ☐8 ☐9
Proficient with: Weapons Light Armors
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☑ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


Displaying Call Spirit at location on the first check at this location


Female Human Monk Deck Handler

Evangelist is swapped in for Frog and Blessing of Abadar for a Blessing of the Quartermaster.
Athnul visits Sunburst Market and swaps Fencer for a Blessing of Nethys.
Start at Windswept Chasm

Athnul wrote:

Hand: Sacred Candle, Staff of Minor Healing, Master Cartman, Blessing of Gorum, Blessing of the Quartermaster 2, Blessing of Wadjet,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Windswept Chasm
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using Wadjet). Sacred Candle will be buried to acquire a Blessing 2+ from the top of the blessings discard pile at a convenient time before the end of the player's turn.
Other: Dice Re-Roll Used for 3-3D?: N

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Monk of the Ki Fist
For your Melee combat check, you may recharge a card to add your Wisdom skill ( [ X plus the card's adventure deck number) and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)

Silver Crusade

Deck handler link

Drelm - Start
- 3-3D: ALLIES WITH ALCHEMISTS

Card Upgrade
= Shadowless Sword in, Rapier out
= Sorrowsoul in, Marianix Karn out

Trader
- Sunburst Market
= Stained Glass Elemental in, Patrician's Armor on

Loot swaps
= Elemental Treaty in, Cure 2 out
= Hand of the Honest Man in, Pearl of Wisdom out
= Tablet of Languages lost in, Spyglass out

Starting location
- #2: Shifting Dunes

Display Gambeson start of first players turn

Starting Hand

Drelm wrote:

Hand: Blessing of Abadar 2, Blessing of Asmodeus, , Blessing of Maat, Major Cure, Captain's Cutless,

Displayed: Gambeson, , , , , ,
Deck: 12 Discard: 0 Buried: 0
"Notes: Distant: Blessings. Available
Local:

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Howling Sands makes sense for Yoon, so placing them there.

Lightning Storm start: 1d7 ⇒ 7 Tarworks

During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Additional Rules:

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 1, Yoon/20100

Random Cards:

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

Spoiler:
Coffer Corpse
MM
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.

Spoiler:
Tekenu
MM
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.

Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Spoiler:
Scarab Swarm
MM
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.

Barriers
Spoiler:
The Evil Eye
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Spoiler:
Alchemical Gas
MM
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:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

Spoiler:
Corridor Dart Trap
MM
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:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

Weapons
Spoiler:
Scorpion Whip
MM
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.

Spoiler:
Greatclub +1
MM
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.

Spoiler:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

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

Spoiler:
Chakram
MM
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.

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

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

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

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

Spoiler:
Fiery Glare
MM
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.

Armors
Spoiler:
Tooled Crocodile Skin
MM
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.

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

Spoiler:
Bone Lamellar
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
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:
Bone Lamellar
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Items
Spoiler:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.

Spoiler:
Healer's Kit
MM
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.

Spoiler:
Scarab Sand
MM
Item 3
Traits:
Object
Alchemical
Mummy To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

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

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

Allies
Spoiler:
Mad Dog Marrn
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

Spoiler:
Pard
MM
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.

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

Spoiler:
Falto
MM
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.

Spoiler:
Unwrapped Harmony
MM
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.

Blessings
Spoiler:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Spoiler:
Blessing of Pharasma
MM
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 the Elements
MM
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
MM
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 Horus
MM
Blessing C
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.

Top of Blessing Discard Pile:

Blessing of Thoth:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 Remaining: 35

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Athnul/WilderRedbeard
Blessing of the Elements
MM
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 Blessings Deck Card 2 Raheli/Akaitora
Blessing of the Ancients
MM
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 Blessings Deck Card 3 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Erasmus/NathanDavis
Blessing of the Elements
MM
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 Blessings Deck Card 5 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Athnul/WilderRedbeard
Blessing of Maat
MM
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 7 Blessings Deck Card 7 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Drelm/MatsuKurisu
Blessing of Wadjet
MM
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 9 Blessings Deck Card 9 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Yoon/20100
Blessing of the Ancients
MM
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 11 Blessings Deck Card 11 Athnul/WilderRedbeard
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Raheli/Akaitora
Blessing of Maat
MM
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 Blessings Deck Card 13 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 Blessings Deck Card 14 Erasmus/NathanDavis
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Yoon/20100
Blessing of the Elements
MM
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 16 Blessings Deck Card 16 Athnul/WilderRedbeard
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Raheli/Akaitora
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Drelm/MatsuKurisu
Blessing of Horus
MM
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 19 Blessings Deck Card 19 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Yoon/20100
Blessing of the Ancients
MM
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 21 Blessings Deck Card 21 Athnul/WilderRedbeard
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Drelm/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Erasmus/NathanDavis
Blessing of Horus
MM
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 25 Blessings Deck Card 25 Yoon/20100
Blessing of Horus
MM
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 26 Blessings Deck Card 26 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Drelm/MatsuKurisu
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 30 Blessings Deck Card 30 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 31 Blessings Deck Card 31 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 32 Blessings Deck Card 32 Raheli/Akaitora
Blessing of the Elements
MM
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 33 Blessings Deck Card 33 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 34 Blessings Deck Card 34 Erasmus/NathanDavis
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 35 Blessings Deck Card 35 Yoon/20100
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Yoon/20100,

Howling Sands Card 1:
Hand of the Guilty Man
MM
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.
Howling Sands Card 2:
Osirion Ancestor
MM
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.
Howling Sands Card 3:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Howling Sands Card 4:
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 5:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 6:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 7:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 8:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 9:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 10:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu,
Shifting Dunes Card 1:
Sebti the Crocodile
MM
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.
Shifting Dunes Card 2:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Shifting Dunes Card 3:
Ring of the Godless
MM
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.
Shifting Dunes Card 4:
Commune
MM
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.
Shifting Dunes Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 6:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 7:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 8:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 9:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

Shifting Dunes Card 10:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/NathanDavis, Raheli/Akaitora,
Towering Obelisk Card 1:
Poison Blade Trap
MM
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.
Towering Obelisk Card 2:
Sedja
MM
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Towering Obelisk Card 3:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Towering Obelisk Card 4:
Blessing of the Elements
MM
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.
Towering Obelisk Card 5:
Acute Senses
MM
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.
Towering Obelisk Card 6:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 7:
Flask Thrower
MM
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.
Towering Obelisk Card 8:
Clinging Venom
MM
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.
Towering Obelisk Card 9:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 10:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage. Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
Windswept Chasm Card 1:
Lamia Sisters
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a random non-Basic Item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Windswept Chasm Card 2:
Blessing of Ra
MM
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.
Windswept Chasm Card 3:
Grave Goods
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.

Windswept Chasm Card 4:
Acid Splash
MM
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.
Windswept Chasm Card 5:
Geniekin
MM
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.
Windswept Chasm Card 6:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Windswept Chasm Card 7:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.
Windswept Chasm Card 8:
Final Nights
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.
Windswept Chasm Card 9:
Crocodile Skin Helmet
MM
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.
Windswept Chasm Card 10:
Twin Serpent Quarterstaff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite To Acquire:
Strength
Melee
Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Volcanic Vents Card 1:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Volcanic Vents Card 2:
Flaming Spear +1
MM
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.
Volcanic Vents Card 3:
Potion of Healing
MM
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.
Volcanic Vents Card 4:
Carrion Golem
MM
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.
Volcanic Vents Card 5:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 6:
Shasalqu
MM
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.
Volcanic Vents Card 7:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 8:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 9:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Sulfur Pits Card 1:
Catching Cape
MM
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.
Sulfur Pits Card 2:
Fireball Trap
MM
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.
Sulfur Pits Card 3:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 4:
Heat Metal
MM
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.
Sulfur Pits Card 5:
Blessing of Wadjet
MM
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.
Sulfur Pits Card 6:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 7:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 8:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 9:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 10:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lightning Storm
Tarworks Card 1:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tarworks Card 2:
The Second Law
MM
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.
Tarworks Card 3:
Desert Trapper
MM
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.
Tarworks Card 4:
Stained Glass Elemental
MM
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.
Tarworks Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 6:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 7:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 8:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 9:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 10:
Alchemist's Suit
MM
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.


Female Human Kineticist Deck Handler (wanted: Ally 4, Blessing 5, maybe other level 5)

Hour of Thoth

Free explore: Hand of the Guilty Man. Banished, can not make Wisdom 7.

Discard Blessing of Nethys to examine card 2 and 3. 2 is Osirion ancestor, and 3 is Ghoul. Put them back in the same order.
Explore
Discard Blessing of Sivanah to add 2 die to non-combat cha.
Charisma 8: 3d8 ⇒ (5, 1, 4) = 10 acquired.

Display Osirion Ancestor.

Discard Elemental Ascetic to explore.
Use power and display fan of flame to use fortitude +d8, recarge osirion ancestor to add a d6
ghoul combat 11: 1d10 + 4 + 1d8 + 1d6 ⇒ (9) + 4 + (5) + (3) = 21 banished

Discard Wayfinder to examine card 4: Jamirah, Villain. Choose to not shuffle nor explore.

End of turn:
- reset hand, drawing 4, heal 4 minus Elemental Ascetic that gets burried.

Yoon, Elemental Annihilator at #5 wrote:

Hand (Size 6): Searing Flesh (Spell), Fan of Flames (Spell), Phantom Shield (Spell), Cook (Ally), Blessing of Angradd (Blessing), Remove Curse (Spell)

Deck: 12 Discard: 0 Buried: 1
Hero Points: 2
Notes: I can discard from deck to add Fire + d4 at a local combat check (extra d4 if it is a blessing).
Use my blessings as needed.

Skills and Powers:
Skills
Strength d4
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ ☑ +2
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size ☑ 6
Proficiency: Arcane Fire
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.

You may discard the top card of your deck to add 1d4 and the Fire trait to a local combat check. If it is a blessing, add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and heal the rest.
☑ You may ignore a bane's immunity to the Fire trait.

Favored Card: Spell


Female Human Monk Deck Handler

The hour of the Elements
Remain at Windswept Chasm

A rumble of thunder in the distance can barely be heard over the cackling of the Lamia commander and the wings of her minions. Agna takes cover in a chasm and plots a plan of attack.

Free explore of card #1:

Lamia Sisters:

MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a random non-Basic Item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge Sacred Candle to add Wisdom skill + boon's AD# (1) and the Bludgeoning trait, Discard Blessing of the Quartermaster[/b ]to add 1 die
Combat 14: 2d6 + 2 + 1d10 + 2 + 1 ⇒ (4, 4) + 2 + (1) + 2 + 1 = 14 success
Recharge [b]Staff of Minor Healing
to add Wisdom skill + boon's AD# (0) and the Bludgeoning trait, Discard Blessing of Gorumto add 2 dice
Combat 16: 3d6 + 2 + 1d10 + 2 ⇒ (1, 2, 6) + 2 + (7) + 2 = 20 defeated
Draw random non-Basic Item from the box: Knot of Isis (Item 3)
Discard hand to close location. Upon closing, draw 1d4-1 cards from discard (WPC power).
Draw from discard: 1d1 - 1 ⇒ (1) - 1 = 0
Reset hand and end turn.

Athnul ducks for cover in the middle of the figurative viper's pit. As she lands in the chasm, she is cornered by two fierce-looking Lamia sisters. It's all she can do to keep up with the speed of the snake-like warriors but, after a few bruises and cuts, she comes out victorious by the strength of her Ki.

Athnul wrote:

Hand: Amulet of Fiery Fists, Silver Balladeer, Mastiff, Blessing of Cayden Cailean, Blessing of the Quartermaster 1, Blessing of Kofusachi,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Current Location: Windswept Chasm
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using Kofusachi). Blessing of Kofusachi will be recharged when the hour lists Con in its check to acquire to draw Staff of Minor Healing.
Other: Dice Re-Roll Used for 3-3D?: N

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Monk of the Ki Fist
For your Melee combat check, you may recharge a card to add your Wisdom skill ( [ X plus the card's adventure deck number) and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)


Great turn, Athnul!
I do have a slight correction from setup. Lightning storm was supposed to start at a random occupied location. Since 2 occupied locations have already had a start of turn at them, I'll move it to a random one of the remaining 2 occupied locations. Sorry!

Storm Location (Dunes vs Obelisk): 1d2 ⇒ 1 Shifting Dunes it is! (Sorry Drelm!)

During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 3, Raheli/Akaitora

Random Cards:

Monsters
Spoiler:
Scarab Swarm
MM
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.

Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Spoiler:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

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

Barriers
Spoiler:
Alchemical Gas
MM
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:
The Third Law
MM
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.

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

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

Weapons
Spoiler:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spoiler:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Spoiler:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Chakram
MM
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:
Fire Lance
MM
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.

Spells
Spoiler:
Stone Skin
MM
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:
Toxic Cloud
MM
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.

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

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

Spoiler:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
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 13 check to recharge this card instead of discarding it.

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

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

Spoiler:
Tooled Crocodile Skin
MM
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.

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

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

Spoiler:
Canteen
MM
Item C
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.

Spoiler:
Kohl of Uncanny Discernment
MM
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.

Spoiler:
Staff of Minor Healing
MM
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.

Allies
Spoiler:
Kafar
MM
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.

Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Mumia Smugglers
MM
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:
Unwrapped Harmony
MM
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.

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

Blessings
Spoiler:
Blessing of the Elements
MM
Blessing C
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 Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Spoiler:
Blessing of the Ancients
MM
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 Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 33

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Erasmus/NathanDavis
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Athnul/WilderRedbeard
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Drelm/MatsuKurisu
Blessing of Wadjet
MM
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 7 Blessings Deck Card 7 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Yoon/20100
Blessing of the Ancients
MM
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 Blessings Deck Card 9 Athnul/WilderRedbeard
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Raheli/Akaitora
Blessing of Maat
MM
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 Blessings Deck Card 11 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 Blessings Deck Card 12 Erasmus/NathanDavis
Blessing of the Elements
MM
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 13 Blessings Deck Card 13 Yoon/20100
Blessing of the Elements
MM
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 Blessings Deck Card 14 Athnul/WilderRedbeard
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Raheli/Akaitora
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Drelm/MatsuKurisu
Blessing of Horus
MM
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 17 Blessings Deck Card 17 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Yoon/20100
Blessing of the Ancients
MM
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 19 Blessings Deck Card 19 Athnul/WilderRedbeard
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing C
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 21 Blessings Deck Card 21 Drelm/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Erasmus/NathanDavis
Blessing of Horus
MM
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 23 Blessings Deck Card 23 Yoon/20100
Blessing of Horus
MM
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 24 Blessings Deck Card 24 Athnul/WilderRedbeard
Blessing of the Ancients
MM
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 25 Blessings Deck Card 25 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 27 Blessings Deck Card 27 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 30 Blessings Deck Card 30 Raheli/Akaitora
Blessing of the Elements
MM
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 31 Blessings Deck Card 31 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 32 Blessings Deck Card 32 Erasmus/NathanDavis
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 33 Blessings Deck Card 33 Yoon/20100
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/20100, Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Lightning Storm
Shifting Dunes Card 1:
Sebti the Crocodile
MM
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.
Shifting Dunes Card 2:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Shifting Dunes Card 3:
Ring of the Godless
MM
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.
Shifting Dunes Card 4:
Commune
MM
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.
Shifting Dunes Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 6:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 7:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 8:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 9:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

Shifting Dunes Card 10:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/NathanDavis, Raheli/Akaitora,
Towering Obelisk Card 1:
Poison Blade Trap
MM
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.
Towering Obelisk Card 2:
Sedja
MM
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Towering Obelisk Card 3:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Towering Obelisk Card 4:
Blessing of the Elements
MM
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.
Towering Obelisk Card 5:
Acute Senses
MM
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.
Towering Obelisk Card 6:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 7:
Flask Thrower
MM
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.
Towering Obelisk Card 8:
Clinging Venom
MM
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.
Towering Obelisk Card 9:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 10:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/WilderRedbeard,

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Volcanic Vents Card 1:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Volcanic Vents Card 2:
Flaming Spear +1
MM
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.
Volcanic Vents Card 3:
Potion of Healing
MM
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.
Volcanic Vents Card 4:
Carrion Golem
MM
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.
Volcanic Vents Card 5:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 6:
Shasalqu
MM
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.
Volcanic Vents Card 7:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 8:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 9:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Sulfur Pits Card 1:
Catching Cape
MM
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.
Sulfur Pits Card 2:
Fireball Trap
MM
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.
Sulfur Pits Card 3:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 4:
Heat Metal
MM
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.
Sulfur Pits Card 5:
Blessing of Wadjet
MM
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.
Sulfur Pits Card 6:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 7:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 8:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 9:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 10:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Tarworks Card 1:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tarworks Card 2:
The Second Law
MM
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.
Tarworks Card 3:
Desert Trapper
MM
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.
Tarworks Card 4:
Stained Glass Elemental
MM
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.
Tarworks Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 6:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 7:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 8:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 9:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 10:
Alchemist's Suit
MM
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.

The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

Starting Raheli's turn. The hour is Blessing of the Ancients.

Seeing Drelm in danger of being struck by the Lamia's conjured lightning storm, Raheli hurries to help him.

Raheli will move to the Shifting Dunes. Once there, Raheli will bury her Wand of Fly to examine the Shifting Dunes Card 1: Sebti the Crocodile and Towering Obelisk Card 1: Poison Blade Trap.

Sebti the crocodile triggers, and Raheli does happen to have a blessing in hand with the pharasma trait, which she reveals to acquire her!

Finally (still resolving Wand of Flying) Raheli will move Drelm to the Towering Obelisk.

Raheli finds Drelm right on time. She uses one of the trinkets she acquired from the markets to cast Fly on Drelm, and advises him to join with Erasmus at the Towring Obelisk.

A pharasman cleric watches the whole thing and notices another of Raheli's trinkets: a holy symbol of pharasma. The cleric decides to help Raheli get everyone to safety.

Now, for Raheli's actual exploration. She encounters Shifting Dunes Card 2: Sandstorm Roc, the henchman! It's BYA power does nothing now that Drelm isn't here anymore, so Raheli goes straight to Combat.

For her check to defeat, Raheli will recharge Fox to use her Dexterity + 1d8 and add the piercing trait. She will also recharge her Byzantine Lexicon to add 1d4 to her CtD. Finally, she will discard her Blessing of Pharasma to bless her check.

CtD Combat, Dexterity 18: 2d10 + 1d8 + 1d4 + 3 ⇒ (6, 5) + (6) + (3) + 3 = 23

Success! Raheli may draw a card from her power: Wolf. After she acts, she must examine the top card of the Blessings deck: Sandstorm..womp womp. Everyone needs to move to a random location and examine the top card of their new location; if the card is a boon then that location will be shuffled. Raheli moves to a random location...

Random location to move to: 1d7 ⇒ 7 --The tarworks

Raheli examines Tarworks Card 1: Ambush. Since it is not a boon, Tarworks is not shuffled.[/ooc]

Since Raheli isn't at the Shifting Dunes, she can't attempt to close it anymore.

She is about to secure the perfect spot the weather the storm when a massive bird comes rushing in. Raheli's preternatural senses alert her of the beast presence right on time to pierce its chest with her hair. It is, however, too late to stop the sandstorm the gargantuan bird had summoned.

The winds knocked Raheli down and carried her downhill to the nearby tarworks.

I have a few more things I want to do but I need to know where everyone ends up and for locations that will need to be shuffled to be shuffled, so I will pause my turn here and resume when the sandstorm has been resolved.

Raheli wrote:

Hand: WOLF, FIND TRAPS, CREATE MINDSCAPE, SEBTI THE CROCODILE,

Displayed: SNAPPING TURTLE,
Deck: 13 Discard: 1 Buried: 1
Current Location: Tarworks
Hero Points: 2
NOTES:
Local Support: Create mindscape will add 1d4 to all mental stats at my location once I display it.
Distant Support: Cast Find Traps to add 2 dice to your CtD a barrier.
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

Silver Crusade

Deck handler link

Random Location: 1d7 ⇒ 5 - #5: Volcanic Vents

Examine #5: Volcanic Vents - 1: Skull Ripper, Monster 3

Spoiler:
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Not shuffled

Drelm wrote:

Hand: Blessing of Abadar 2, Blessing of Asmodeus, , Blessing of Maat, Major Cure, Captain's Cutless,

Displayed: Gambeson, , , , , ,
Deck: 12 Discard: 0 Buried: 0
Notes: Distant: Blessings. Available
Local:

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Raheli and Drelm processed their own moving. I'll handle the rest in turn order.

Erasmus moves to: 1d7 ⇒ 6 Sulfur Pits
Examine top card: Catching Cape. Boon, so shuffled in.

Yoon moves to: 1d7 ⇒ 3 Towering Obelisk.
Examine top card: (Still) Poison Blade Trap

Athnul moves to: 1d7 ⇒ 3
Examine top card: (Still) Poison Blade Trap

It is still Raheli's turn.

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

During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 3, Raheli/Akaitora

Random Cards:

Monsters
Spoiler:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Spoiler:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

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

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

Spoiler:
Tekenu
MM
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.

Barriers
Spoiler:
The Third Law
MM
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.

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

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

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

Spoiler:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Weapons
Spoiler:
Staff of Focus
MM
Weapon C
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.

Spoiler:
Twin Serpent Quarterstaff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite To Acquire:
Strength
Melee
Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

Spoiler:
Greatclub +1
MM
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.

Spoiler:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Hunga Munga
MM
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:
Detect Undead
MM
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.

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

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

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

Spoiler:
Sands of Time
MM
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.

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

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

Spoiler:
Shield of Fire Resistance
MM
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:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
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:
Mystic Silk Coat
MM
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.

Items
Spoiler:
Ghost Battling Ring
MM
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.

Spoiler:
Wing of Horus
MM
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:
Deliquescent Gloves
MM
Item 3
Traits:
Accessory
Alchemical
Acid To Acquire:
Dexterity
Intelligence
Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Spoiler:
Key of the Second Vault
MM
Item C
Traits:
Object
Magic
Abadar To Acquire:
Disable
Perception
Arcane
Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

Spoiler:
Frost Staff
MM
Item C
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.

Allies
Spoiler:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Spoiler:
Clockwork Menial
MM
Ally 3
Traits:
Automaton To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
Discard this card to explore your location.

Spoiler:
Fire Gecko
MM
Ally C
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.

Spoiler:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Ptemenib
MM
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.

Blessings
Spoiler:
Blessing of Abadar
MM
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 the Ancients
MM
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 Horus
MM
Blessing C
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:
Blessing of Abadar
MM
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 Ra
MM
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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 32

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 Blessings Deck Card 2 Erasmus/NathanDavis
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Yoon/20100
Blessing of Maat
MM
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 4 Blessings Deck Card 4 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Raheli/Akaitora
Blessing of Wadjet
MM
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 Blessings Deck Card 6 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Yoon/20100
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Athnul/WilderRedbeard
Blessing of Maat
MM
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 Blessings Deck Card 10 Raheli/Akaitora
Blessing of the Elements
MM
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 Blessings Deck Card 11 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 Blessings Deck Card 12 Erasmus/NathanDavis
Blessing of the Elements
MM
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 13 Blessings Deck Card 13 Yoon/20100
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Athnul/WilderRedbeard
Blessing of Maat
MM
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 15 Blessings Deck Card 15 Raheli/Akaitora
Blessing of Horus
MM
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 16 Blessings Deck Card 16 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing C
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 20 Blessings Deck Card 20 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Drelm/MatsuKurisu
Blessing of Horus
MM
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 22 Blessings Deck Card 22 Erasmus/NathanDavis
Blessing of Horus
MM
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 23 Blessings Deck Card 23 Yoon/20100
Blessing of the Ancients
MM
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 24 Blessings Deck Card 24 Athnul/WilderRedbeard
Blessing of the Ancients
MM
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 25 Blessings Deck Card 25 Raheli/Akaitora
Blessing of the Elements
MM
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 26 Blessings Deck Card 26 Drelm/MatsuKurisu
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Athnul/WilderRedbeard
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 30 Blessings Deck Card 30 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 31 Blessings Deck Card 31 Drelm/MatsuKurisu
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 32 Blessings Deck Card 32 Erasmus/NathanDavis
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm
Shifting Dunes Card 1:
Ring of the Godless
MM
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.
Shifting Dunes Card 2:
Commune
MM
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.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 5:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 7:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

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

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Yoon/20100,
Towering Obelisk Card 1 (Poison Blade Trap):
Poison Blade Trap
MM
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.
Towering Obelisk Card 2:
Sedja
MM
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Towering Obelisk Card 3:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Towering Obelisk Card 4:
Blessing of the Elements
MM
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.
Towering Obelisk Card 5:
Acute Senses
MM
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.
Towering Obelisk Card 6:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 7:
Flask Thrower
MM
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.
Towering Obelisk Card 8:
Clinging Venom
MM
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.
Towering Obelisk Card 9:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 10:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu,

Volcanic Vents Card 1 (Skull Ripper):
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Volcanic Vents Card 2:
Flaming Spear +1
MM
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.
Volcanic Vents Card 3:
Potion of Healing
MM
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.
Volcanic Vents Card 4:
Carrion Golem
MM
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.
Volcanic Vents Card 5:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 6:
Shasalqu
MM
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.
Volcanic Vents Card 7:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 8:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 9:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/NathanDavis, Catching Cape
Sulfur Pits Card 1:
Catching Cape
MM
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.
Sulfur Pits Card 2:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 3:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 4:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 5:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 7:
Fireball Trap
MM
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.
Sulfur Pits Card 8:
Heat Metal
MM
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.
Sulfur Pits Card 9:
Blessing of Wadjet
MM
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.
Sulfur Pits Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Akaitora,
Tarworks Card 1 (Ambush):
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tarworks Card 2:
The Second Law
MM
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.
Tarworks Card 3:
Desert Trapper
MM
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.
Tarworks Card 4:
Stained Glass Elemental
MM
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.
Tarworks Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 6:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 7:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 8:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 9:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 10:
Alchemist's Suit
MM
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.

The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

Alright. Sorry all for the hold-up. Most people ended up at the Towering Obelisk, so Raheli will recharge Sebti the Crocodile to examine Towering Obelisk Card 1: (still Poison Blade Trap) and Towering Obelisk Card 2: Sedja, an ally 3!

Then Raheli will end her turn and reset her hand.

Raheli wrote:

Hand: STONE SKIN, MASK OF THE FORGOTTEN PHARAOH, BLESSING OF THE ELEMENTS, WOLF, FIND TRAPS, CREATE MINDSCAPE,

Displayed: SNAPPING TURTLE,
Deck: 11 Discard: 1 Buried: 1
Current Location: Tarworks
Hero Points: 2
NOTES:
Local Support: Create mindscape will add 1d4 to all mental stats at my location once I display it. Wolf to examine the top card of Raheli's location.
Distant Support: Cast Find Traps to add 2 dice to your CtD a barrier. Blessing of the elements to bless check for boon 3, against closing henchman or to close.
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

Silver Crusade

Deck handler link

Turn Order
Raheli, Drelm , Erasmus, Yoon, Athnul,

Blessing = 1 / Blessing of the Elements

Start of Turn
At: #5: Volcanic Vents
Give: No
Move: #3: Towering Obelisk

Free Explore = 1: Poison Blade Trap, Barrier B, Trap: Disable 7

Spoiler:
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.

Disable 1d8+1+2, Drelm.Trap +1d8+1+3
Disable 7: 1d8 + 1 + 2 + 1d8 + 1 + 3 ⇒ (5) + 1 + 2 + (7) + 1 + 3 = 19 - banished

End of Turn
Recovery
Reset
Draw up Elemental Treaty

Summary
Location = #3: Towering Obelisk
Acquired =
Banished = 1: Poison Blade Trap
Examined = 2: Sedja, Ally 3, Charisma/Diplomacy 11 (From Raheli's turn)

From Box =
Displayed =
Give =
Used =

Other =

Drelm wrote:

Hand: Blessing of Abadar 2, Blessing of Asmodeus, Blessing of Maat, Major Cure, Captain's Cutless, Elemental Treaty,

Displayed: Gambeson, , , , , ,
Deck: 11 Discard: 0 Buried: 0
"Notes: Distant: Blessings. Available
Local: Elemental Treaty. Available

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 5, Erasmus/NathanDavis

Random Cards:

Monsters
Spoiler:
Scarab Swarm
MM
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.

Spoiler:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Spoiler:
Tekenu
MM
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.

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

Spoiler:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
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.

Barriers
Spoiler:
Toxic Geyser
MM
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:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Spoiler:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

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

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

Weapons
Spoiler:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

Spoiler:
Fire Lance
MM
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.

Spoiler:
Returning Throwing Axe +1
MM
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 pro?cient with weapons, the dif?culty of this check is increased by 4.

Spoiler:
Shock Glaive +1
MM
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 pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Galvanic Chakram +1
MM
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 another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Spells
Spoiler:
Mummify Self
MM
Spell P
Traits:
Magic
Divine To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spoiler:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
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 13 check to recharge this card instead of discarding it.

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

Spoiler:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
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 13 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

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

Spoiler:
Shield of Fire Resistance
MM
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:
Bone Lamellar
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
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.

Items
Spoiler:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

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

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

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

Spoiler:
Alchemist's Kit
MM
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.

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

Spoiler:
Giant Slug
MM
Ally B
Traits:
Animal
Acid To Acquire:
Wisdom
Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Spoiler:
Library Curator
MM
Ally 3
Traits:
Human
Cleric To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Spoiler:
Mad Dog Marrn
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

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

Blessings
Spoiler:
Blessing of Horus
MM
Blessing C
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:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

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

Spoiler:
Blessing of Nethys
MM
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 Pharasma:
Blessing of Pharasma
MM
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: 30

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Yoon/20100
Blessing of Maat
MM
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 2 Blessings Deck Card 2 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Raheli/Akaitora
Blessing of Wadjet
MM
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 Blessings Deck Card 4 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 Blessings Deck Card 6 Yoon/20100
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Athnul/WilderRedbeard
Blessing of Maat
MM
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 8 Blessings Deck Card 8 Raheli/Akaitora
Blessing of the Elements
MM
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 9 Blessings Deck Card 9 Drelm/MatsuKurisu
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Erasmus/NathanDavis
Blessing of the Elements
MM
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 Blessings Deck Card 11 Yoon/20100
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Athnul/WilderRedbeard
Blessing of Maat
MM
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 Blessings Deck Card 13 Raheli/Akaitora
Blessing of Horus
MM
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 14 Blessings Deck Card 14 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Drelm/MatsuKurisu
Blessing of Horus
MM
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 20 Blessings Deck Card 20 Erasmus/NathanDavis
Blessing of Horus
MM
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 21 Blessings Deck Card 21 Yoon/20100
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Raheli/Akaitora
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 25 Blessings Deck Card 25 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Athnul/WilderRedbeard
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Drelm/MatsuKurisu
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 30 Blessings Deck Card 30 Erasmus/NathanDavis
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm
Shifting Dunes Card 1:
Ring of the Godless
MM
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.
Shifting Dunes Card 2:
Commune
MM
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.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 5:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 7:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

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

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Drelm/MatsuKurisu, Yoon/20100,
Towering Obelisk Card 1 (Sedja):
Sedja
MM
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Towering Obelisk Card 2:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Towering Obelisk Card 3:
Blessing of the Elements
MM
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.
Towering Obelisk Card 4:
Acute Senses
MM
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.
Towering Obelisk Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 6:
Flask Thrower
MM
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.
Towering Obelisk Card 7:
Clinging Venom
MM
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.
Towering Obelisk Card 8:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 9:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Damage dealt by the Quicksand Bunyip may not be reduced.

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Volcanic Vents Card 1 (Skull Ripper):
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Volcanic Vents Card 2:
Flaming Spear +1
MM
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.
Volcanic Vents Card 3:
Potion of Healing
MM
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.
Volcanic Vents Card 4:
Carrion Golem
MM
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.
Volcanic Vents Card 5:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 6:
Shasalqu
MM
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.
Volcanic Vents Card 7:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 8:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 9:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/NathanDavis, Catching Cape
Sulfur Pits Card 1:
Catching Cape
MM
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.
Sulfur Pits Card 2:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 3:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 4:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 5:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 7:
Fireball Trap
MM
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.
Sulfur Pits Card 8:
Heat Metal
MM
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.
Sulfur Pits Card 9:
Blessing of Wadjet
MM
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.
Sulfur Pits Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Akaitora,
Tarworks Card 1 (Ambush):
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tarworks Card 2:
The Second Law
MM
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.
Tarworks Card 3:
Desert Trapper
MM
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.
Tarworks Card 4:
Stained Glass Elemental
MM
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.
Tarworks Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 6:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 7:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 8:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 9:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 10:
Alchemist's Suit
MM
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.


Deck Handler // Searching for: Blessing 6 > Blessing 5

Pharasma Day
Start of turn, recharge Blessing of Thoth and Blessing of Angradd to add 3 to all checks

Erasmus rejoins his companions at the Towering Obelisk.

Free Explore
While Erasmus has befriended many beings in his journeys, the Sedja will be a particular challenge. So he consults the Spirits.
Display Call Spirit. Raheli's Create Mindscape
Charisma 11: 1d8 + 2 + 1d4 + 1d4 + 3 ⇒ (8) + 2 + (4) + (3) + 3 = 20
Erasmus' popularity continues.

Discard Blessing of Gozreh to explore
A Guardian Scroll doesn't approve of the party's presence.
Reveal Hawkmoon Bow (and Call Spirit)
Combat 11: 1d8 + 2d6 + 2 + 3 + 1d4 ⇒ (7) + (5, 1) + 2 + 3 + (1) = 19
Erasmus staples it to the wall with arrows.

Call Spirit Recovery Perception 9: 1d6 + 1d6 + 6 ⇒ (4) + (6) + 6 = 16

Erasmus wrote:

Hand: Cloud Puff, Hawkmoon Bow, Blessing of the Elements, Sedja , Altitude Fern, Bloody Mandrake, Goblinvine,

Displayed: Spirit Relatives: VELDIRA,
Deck: 11 Discard: 1 Buried: 0
"Notes: Blessing Available
Goblinvine: +1d8 mental combat at location
Cloud Puff: Ignore BYA/AYA at location
Altitude Fern: 1d when invoking Cold at location
Bloody Mandrake: During Arcane or Divine check reroll a die at location"

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☑ +1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☑+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d6 + 3
Divine: Wisdom d6 + 1d6 + 3
Perception: Wisdom d6 + 1d6 + 6
Survival: Wisdom d6 + 1d6 + 3

Die Bumps: 1/1
Favored Card: Weapon
Hand Size 5 ☑ 6 ☐7 ☐8 ☐9
Proficient with: Weapons Light Armors
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☑ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


Towering Obelisk. Acquired 1. Banished 2.


During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 6, Yoon/20100

Random Cards:

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

Spoiler:
Acid Mantis
MM
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:
Coffer Corpse
MM
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.

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

Barriers
Spoiler:
Corridor Dart Trap
MM
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:
Toxic Geyser
MM
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:
The Third Law
MM
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.

Spoiler:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

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

Weapons
Spoiler:
Corrosive Dagger +1
MM
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.

Spoiler:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Spoiler:
Sistrum of Bastet
MM
Weapon P
Traits:
Axe
Book
Ranged
Bludgeoning
Magic
Arcane To Acquire:
CharismaMelee 13
For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Spoiler:
Glacial Khopesh +1
MM
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 you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.

Spoiler:
Corrosive Dagger +1
MM
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.

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

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

Spoiler:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
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 13 check to recharge this card instead of discarding it.

Spoiler:
Mummify Self
MM
Spell P
Traits:
Magic
Divine To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spoiler:
Flames of the Faithful
MM
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Armors
Spoiler:
Tooled Crocodile Skin
MM
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.

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

Spoiler:
Filter Hood
MM
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
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Bone Lamellar
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

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

Spoiler:
Alchemist's Kit
MM
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:
Healer's Kit
MM
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.

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

Spoiler:
Canteen
MM
Item C
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.

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

Spoiler:
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, 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 by a character at your location.
Discard this card to explore your location.

Spoiler:
Fire Gecko
MM
Ally C
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.

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

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

Blessings
Spoiler:
Blessing of Nethys
MM
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
MM
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 Abadar
MM
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 the Elements
MM
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 Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Top of Blessing Discard Pile:

Blessing of Maat:
Blessing of Maat
MM
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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Raheli/Akaitora
Blessing of Wadjet
MM
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 Blessings Deck Card 3 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 Blessings Deck Card 5 Yoon/20100
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Athnul/WilderRedbeard
Blessing of Maat
MM
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 7 Blessings Deck Card 7 Raheli/Akaitora
Blessing of the Elements
MM
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 Blessings Deck Card 8 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 9 Blessings Deck Card 9 Erasmus/NathanDavis
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Yoon/20100
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Athnul/WilderRedbeard
Blessing of Maat
MM
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 Blessings Deck Card 12 Raheli/Akaitora
Blessing of Horus
MM
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 13 Blessings Deck Card 13 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Drelm/MatsuKurisu
Blessing of Horus
MM
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 19 Blessings Deck Card 19 Erasmus/NathanDavis
Blessing of Horus
MM
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 20 Blessings Deck Card 20 Yoon/20100
Blessing of the Ancients
MM
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 21 Blessings Deck Card 21 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Raheli/Akaitora
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 24 Blessings Deck Card 24 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Athnul/WilderRedbeard
Blessing of the Elements
MM
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 27 Blessings Deck Card 27 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Drelm/MatsuKurisu
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 29 Blessings Deck Card 29 Erasmus/NathanDavis
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm
Shifting Dunes Card 1:
Ring of the Godless
MM
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.
Shifting Dunes Card 2:
Commune
MM
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.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 5:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 7:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

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

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Drelm/MatsuKurisu, Erasmus/NathanDavis, Yoon/20100,
Towering Obelisk Card 1:
Blessing of the Elements
MM
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.
Towering Obelisk Card 2:
Acute Senses
MM
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.
Towering Obelisk Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 4:
Flask Thrower
MM
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.
Towering Obelisk Card 5:
Clinging Venom
MM
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.
Towering Obelisk Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 7:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Volcanic Vents Card 1 (Skull Ripper):
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Volcanic Vents Card 2:
Flaming Spear +1
MM
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.
Volcanic Vents Card 3:
Potion of Healing
MM
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.
Volcanic Vents Card 4:
Carrion Golem
MM
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.
Volcanic Vents Card 5:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 6:
Shasalqu
MM
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.
Volcanic Vents Card 7:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 8:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 9:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Catching Cape
Sulfur Pits Card 1:
Catching Cape
MM
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.
Sulfur Pits Card 2:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 3:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 4:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 5:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 7:
Fireball Trap
MM
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.
Sulfur Pits Card 8:
Heat Metal
MM
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.
Sulfur Pits Card 9:
Blessing of Wadjet
MM
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.
Sulfur Pits Card 10:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Akaitora,
Tarworks Card 1 (Ambush):
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tarworks Card 2:
The Second Law
MM
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.
Tarworks Card 3:
Desert Trapper
MM
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.
Tarworks Card 4:
Stained Glass Elemental
MM
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.
Tarworks Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 6:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 7:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 8:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 9:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 10:
Alchemist's Suit
MM
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.


Female Human Kineticist Deck Handler (wanted: Ally 4, Blessing 5, maybe other level 5)

Hourglass: Blessing of Maat

Yoon moves to Volcanic Vents.

Display Cook

She throws a big fire blast at the Skull Ripper.


Use power and discard Remove Curse to use Fortitude+d8+d6, cook adds a d4, use power and discard from deck (Blessing of Qi Zhong so 2d4), discard Fan of Flames to add a d6
Combat 14: 1d10 + 4 + 1d8 + 1d6 + 3d4 + 1d6 ⇒ (10) + 4 + (3) + (4) + (2, 2, 2) + (4) = 31

Discard Blessing of Angradd to explore. Card 2 is Flaming Spear +1.
Dexterity 9: 1d10 ⇒ 6 banished

While destroying the creature, Yoon manages to break the nearby spear that was next to it.

End of turn:
- recovery: Fan of Flames Fortitude 5: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (4) = 11
- recharge Cook
- reset hand, drawing 4 cards, use power to heal 2 from discard and bury Blessing of Qi Zhong.

Yoon, Elemental Annihilator at #5 wrote:

Hand (Size 6): Searing Flesh (Spell), Phantom Shield (Spell), Cleric of Nethys (Ally), Wayfinder (Item), Pyrotechnic Blast (Spell), Osirion Ancestor (Ally)

Deck: 11 Discard: 0 Buried: 2
Hero Points: 2
Notes: I can discard from deck to add Fire + d4 at a local combat check (extra d4 if it is a blessing).
Use my blessings as needed.

Skills and Powers:
Skills
Strength d4
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ ☑ +2
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size ☑ 6
Proficiency: Arcane Fire
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.

You may discard the top card of your deck to add 1d4 and the Fire trait to a local combat check. If it is a blessing, add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and heal the rest.
☑ You may ignore a bane's immunity to the Fire trait.

Favored Card: Spell


Female Human Monk Deck Handler

The hour of Pharasma.
Move to Sulphur Pits.

Athnul gets lost in the sandstorm and follows the voices of her companions to safety until it blows over. She and her mastiff set up at the sulphur pits awaiting more harrassment from the Lamia.

Display Mastiff to draw two cards: Blessing of Abadar 2 and Blessing of Abadar
Free explore of card #1:

Catching Cape:

MM
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.

Auto-succeed at check to acquire with Fortitude skill (1d10+2)
Discard Blessing of Abadar to explore card #2:

Rukh:

MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Reveal Blessing of Cayden Cailean to evade Rukh, then recharge blessing to explore random top card.
Top card: 1d9 + 1 ⇒ (8) + 1 = 9

Blessing of Wadjet:

MM
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.

Recharge Blessing of the Quartermaster to add 1 die.
Divine 5: 2d4 ⇒ (2, 2) = 4 failed, banish
Discard Silver Balladeer to next card.
Top card (ignoring 9): 1d9 + 1 ⇒ (6) + 1 = 7

Fireball Trap:

MM
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.

Discard Blessing of Abadar to add 2 dice
Constitution 6: 3d10 ⇒ (6, 4, 3) = 13 defeated, banished

Athnul is hit in the face with a cape blowing in the wind. She looks in the direction the cape came in and sees a vicious Rukj devouring an unfortunate explorer. She decides to head in a different direction and finds a symbol of Wadjet on the face of what looks like an altar. Being somewhat oblivious to the divine ways of Wadjet, Athnul manages trip a fireball trap on the altar. She focuses her Ki and endures the blast of flame with only a few singed hairs.

Discard Mastiff, reset hand and end turn.

Athnul wrote:

Hand: Amulet of Fiery Fists, Ascetic's Belt, Evangelist, Blessing of Gozreh, Blessing of Kofusachi, Catching Cape (acquired),

Displayed:
Deck: 5 Discard: 9 Buried: 0
Current Location: Sulphur Pits
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using Kofusachi). Blessing of Kofusachi will be recharged when the hour lists Con in its check to acquire to draw Staff of Minor Healing.
Other: Dice Re-Roll Used for 3-3D?: N

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Monk of the Ki Fist
For your Melee combat check, you may recharge a card to add your Wisdom skill ( [ X plus the card's adventure deck number) and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)


During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 8, Raheli/Akaitora

Random Cards:

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

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

Spoiler:
Coffer Corpse
MM
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.

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

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

Barriers
Spoiler:
Alchemical Gas
MM
Barrier C
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:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

Spoiler:
Grave Goods
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.


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

Weapons
Spoiler:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Fire Lance
MM
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.

Spoiler:
Flaming Spear +1
MM
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.

Spoiler:
Corrosive Dagger +1
MM
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.

Spoiler:
Poisoned Sand Tube
MM
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.

Spells
Spoiler:
Holy Light
MM
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.

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

Spoiler:
Disable Mechanism
MM
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.

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

Spoiler:
Symbol of Pain
MM
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

Armors
Spoiler:
Day Star Half-Plate
MM
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

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

Spoiler:
Crocodile Skin Helmet
MM
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:
Alchemist's Shield
MM
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.

Items
Spoiler:
Canteen
MM
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.

Spoiler:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

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

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

Spoiler:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

Allies
Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

Spoiler:
Library Curator
MM
Ally 3
Traits:
Human
Cleric To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

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

Spoiler:
Osirion Ancestor
MM
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.

Blessings
Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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:
Blessing of the Elements
MM
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
MM
Blessing C
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 Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 Blessings Deck Card 3 Yoon/20100
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Athnul/WilderRedbeard
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Raheli/Akaitora
Blessing of the Elements
MM
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 Blessings Deck Card 6 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 7 Blessings Deck Card 7 Erasmus/NathanDavis
Blessing of the Elements
MM
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 Blessings Deck Card 8 Yoon/20100
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Athnul/WilderRedbeard
Blessing of Maat
MM
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 Blessings Deck Card 10 Raheli/Akaitora
Blessing of Horus
MM
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 11 Blessings Deck Card 11 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Drelm/MatsuKurisu
Blessing of Horus
MM
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 17 Blessings Deck Card 17 Erasmus/NathanDavis
Blessing of Horus
MM
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 18 Blessings Deck Card 18 Yoon/20100
Blessing of the Ancients
MM
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 19 Blessings Deck Card 19 Athnul/WilderRedbeard
Blessing of the Ancients
MM
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 20 Blessings Deck Card 20 Raheli/Akaitora
Blessing of the Elements
MM
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 21 Blessings Deck Card 21 Drelm/MatsuKurisu
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Athnul/WilderRedbeard
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 26 Blessings Deck Card 26 Drelm/MatsuKurisu
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 27 Blessings Deck Card 27 Erasmus/NathanDavis
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm
Shifting Dunes Card 1:
Ring of the Godless
MM
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.
Shifting Dunes Card 2:
Commune
MM
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.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 5:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 7:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

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

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Erasmus/NathanDavis,
Towering Obelisk Card 1:
Blessing of the Elements
MM
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.
Towering Obelisk Card 2:
Acute Senses
MM
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.
Towering Obelisk Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 4:
Flask Thrower
MM
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.
Towering Obelisk Card 5:
Clinging Venom
MM
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.
Towering Obelisk Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 7:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Yoon/20100,

Volcanic Vents Card 1:
Potion of Healing
MM
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.
Volcanic Vents Card 2:
Carrion Golem
MM
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.
Volcanic Vents Card 3:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 4:
Shasalqu
MM
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.
Volcanic Vents Card 5:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 6:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 7:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 8:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
Sulfur Pits Card 1:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 2:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 3:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 4:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 6:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 7:
Heat Metal
MM
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.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Akaitora,
Tarworks Card 1 (Ambush):
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Tarworks Card 2:
The Second Law
MM
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.
Tarworks Card 3:
Desert Trapper
MM
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.
Tarworks Card 4:
Stained Glass Elemental
MM
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.
Tarworks Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 6:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 7:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 8:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 9:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 10:
Alchemist's Suit
MM
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.

The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

During Erasmus' turn, Raheli displayed Create Mindscape at the towering Obelisk (we might want to mark it as such BR)

Starting Raheli's turn under Blessing of Wadjet.

Raheli will explore the Tarworks to encounter Tarworks Card 1: Ambush. For her check to defeat, Raheli will banish Find Traps to add 2 dice to her check.

CtD Dexterity 12: 3d10 + 3 ⇒ (2, 6, 5) + 3 = 16

Defeated! Raheli will now recharge her Wolf to examine Tarworks Card 2: b]The Second Law, which needs to be displayed next to the scenario.[/b]

The Second Law:

The Second Law
MM
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.

[ooc]Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.
FIND TRAPS: Arcane #: 1d8 + 2 ⇒ (1) + 2 = 3 -> FIND TRAPS discarded.

Raheli resets her hand.

Raheli wrote:

Hand: STONE SKIN, MASK OF THE FORGOTTEN PHARAOH, BLESSING OF THE ELEMENTS, CLERIC OF NETHYS, FIRE SNAKE, REMOVE CURSE,

Displayed: SNAPPING TURTLE,
Deck: 9 Discard: 2 Buried: 1
Current Location: Tarworks
Hero Points: 2
NOTES:
Distant Support: Blessing of the elements to bless check for boon 3, against closing henchman or to close. Stone Skin to reduce damage dealt to you by 4. Remove Curse to remove a scourge.
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.


During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

The Second Law (Displayed):

MM 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.

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 9, Drelm/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Ice Elemental
MM
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.

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

Spoiler:
Tekenu
MM
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.

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

Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

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

Spoiler:
Corridor Dart Trap
MM
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:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Spoiler:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

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

Weapons
Spoiler:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Spoiler:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

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

Spoiler:
Galvanic Chakram +1
MM
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 another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Spoiler:
Chakram
MM
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.

Spells
Spoiler:
Stone Skin
MM
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:
Sands of Time
MM
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.

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

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

Spoiler:
Fiery Glare
MM
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.

Armors
Spoiler:
Crocodile Skin Lamellar
MM
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:
Mistmail
MM
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.

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
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 Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Spoiler:
Vented Plate Mail
MM
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Items
Spoiler:
Kohl of Uncanny Discernment
MM
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.

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

Spoiler:
Hand of the Guilty Man
MM
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:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Ghost Battling Ring
MM
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.

Allies
Spoiler:
Kafar
MM
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.

Spoiler:
Apprentice
MM
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.

Spoiler:
Pard
MM
Ally C
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.

Spoiler:
Terhk Fourwinds
MM
Ally C
Traits:
Half-Orc
Fighter To Acquire:
Charisma
Diplomacy 7
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.

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

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

Spoiler:
Blessing of Ra
MM
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:
Blessing of the Ancients
MM
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 Horus
MM
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:
Blessing of the Ancients
MM
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:

Sandstorm:
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 Blessings Deck Card 2 Yoon/20100
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Athnul/WilderRedbeard
Blessing of Maat
MM
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 4 Blessings Deck Card 4 Raheli/Akaitora
Blessing of the Elements
MM
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 Blessings Deck Card 5 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 Blessings Deck Card 6 Erasmus/NathanDavis
Blessing of the Elements
MM
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 7 Blessings Deck Card 7 Yoon/20100
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Athnul/WilderRedbeard
Blessing of Maat
MM
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 Blessings Deck Card 9 Raheli/Akaitora
Blessing of Horus
MM
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 10 Blessings Deck Card 10 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 12 Blessings Deck Card 12 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Athnul/WilderRedbeard
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Raheli/Akaitora
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Drelm/MatsuKurisu
Blessing of Horus
MM
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 16 Blessings Deck Card 16 Erasmus/NathanDavis
Blessing of Horus
MM
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 17 Blessings Deck Card 17 Yoon/20100
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Athnul/WilderRedbeard
Blessing of the Ancients
MM
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 19 Blessings Deck Card 19 Raheli/Akaitora
Blessing of the Elements
MM
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 20 Blessings Deck Card 20 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 21 Blessings Deck Card 21 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Athnul/WilderRedbeard
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Drelm/MatsuKurisu
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 26 Blessings Deck Card 26 Erasmus/NathanDavis
Blessing of the Ancients
MM
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.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm
Shifting Dunes Card 1:
Ring of the Godless
MM
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.
Shifting Dunes Card 2:
Commune
MM
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.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 5:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Shifting Dunes Card 7:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

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

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Erasmus/NathanDavis,
Towering Obelisk Card 1:
Blessing of the Elements
MM
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.
Towering Obelisk Card 2:
Acute Senses
MM
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.
Towering Obelisk Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Towering Obelisk Card 4:
Flask Thrower
MM
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.
Towering Obelisk Card 5:
Clinging Venom
MM
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.
Towering Obelisk Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Towering Obelisk Card 7:
Quicksand Bunyip
MM
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Yoon/20100,

Volcanic Vents Card 1:
Potion of Healing
MM
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.
Volcanic Vents Card 2:
Carrion Golem
MM
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.
Volcanic Vents Card 3:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 4:
Shasalqu
MM
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.
Volcanic Vents Card 5:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 6:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 7:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 8:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
Sulfur Pits Card 1:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 2:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 3:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 4:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 6:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 7:
Heat Metal
MM
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.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raheli/Akaitora,
Tarworks Card 1:
Desert Trapper
MM
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.
Tarworks Card 2:
Stained Glass Elemental
MM
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.
Tarworks Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 4:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 5:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 6:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 7:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 8:
Alchemist's Suit
MM
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.

Silver Crusade

Deck handler link

Turn Order
Raheli, Drelm , Erasmus, Yoon, Athnul,

Blessing = 9 / Sandstorm

Drelm moves: 1d7 ⇒ 3 - #3: Towering Obelisk
Examine top card = 1: Blessing of the Elements - Boon, shuffle deck

Erasmus moves: 1d7 ⇒ 6 -#6: Sulfur Pits
Examine top card = 1: Guecubu, Bane no trigger

Yoon moves: 1d7 ⇒ 7 - #7: Tarworks
Examine top card = 1: Desert Trapper, Bane no trigger

Athnul moves: 1d7 ⇒ 7 - #7: Tarworks
Examine top card = 1: Desert Trapper, Bane no trigger

Raheli moves: 1d7 ⇒ 2 - #2: Shifting Dunes - Location shuffled
Examine top card = 1: Ring of the Godless

Start of Turn
At: #3: Towering Obelisk
Give: No
Move: No

Free Explore Top Card: 1d7 ⇒ 7 = 7: Quicksand Bunyip, Monster C: Combat 12

Spoiler:
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Reveal Captain's Cutless 1d10+2+2+1d6+1
Combat 12: 1d10 + 2 + 2 + 1d6 + 1 ⇒ (10) + 2 + 2 + (6) + 1 = 21 - Banished

Discard Blessing of Asmodeus explore Top Card 1-6: 1d6 ⇒ 2 = 2: Acute Senses, Spell B, Divine 4

Spoiler:
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.

Divine 4: 1d8 + 1 + 3 ⇒ (3) + 1 + 3 = 7 - Acquired

Display Acute Senses

Discard Blessing of Abadar 2 explore Top Card 1, 3-6: 1d5 ⇒ 3 =
4: Flask Thrower, Weapon 2: Dexterity 8

Spoiler:
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.

Auto fail

End of Turn
Recovery
Recharge Actue Senses: Divine 6: 1d8 + 1 + 3 ⇒ (8) + 1 + 3 = 12 - recharged
Reset
Draw up Blessing of the Spy, Menacing Backsword +1

Summary
Location = #3: Towering Obelisk - Needs to be shuffled.
Acquired = 2: Acute Senses
Banished = 4: Flask Thrower, 7: Quicksand Bunyip
Examined =

From Box =
Displayed =
Give =
Used =

Other =

Drelm wrote:

Hand: Blessing of Maat, Major Cure, Captain's Cutless, Elemental Treaty, Blessing of the Spy, Menacing Backsword +1,

Displayed: Gambeson, , , , , ,
Deck: 10 Discard: 2 Buried: 0
"Notes: Distant: Blessings. Available
Local: Elemental Treaty. Available

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Deck Handler // Searching for: Blessing 6 > Blessing 5

Ancient Times
Start of turn, recharge Altitude Fern, Bloody Mandrake, Goblinvine, Cloud Puff to add 5 to all checks.

Erasmus claws his way back to the Towering Obelisk.
shuffle explore 1, 3, 5, 6: 1d4 ⇒ 2 Card 3
There he comes upon a Sandstorm Roc about to attack Drelm.
Drelm will need to succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
Strength: 1d6 + 5 ⇒ (1) + 5 = 6
Bury Sedja
Add to Strength 6: 1d4 ⇒ 1
Erasmus narrowly avoids getting taken by the Roc.
Bury Blessing of the Elements to BAYLOCK. Reveal Hawkmoon Bow
Combat 18: 1d8 + 1d6 + 3 + 2d6 + 2 + 5 ⇒ (4) + (6) + 3 + (2, 5) + 2 + 5 = 27
The Hawkmoon Bow aims true.
Examine top of Blessing Deck, Blessing of Bastet. It gets put to the bottom
Summon and encounter Aghash. Reveal Hawkmoon Bow
Combat 11+6: 1d8 + 1d6 + 3 + 2d6 + 2 + 5 ⇒ (3) + (3) + 3 + (3, 1) + 2 + 5 = 20

Erasmus wrote:

Hand: Searing Flesh, Hawkmoon Bow, Seaborne Trident +1, Mind Thrust, Blessing of Milani, Tetisurah,

Displayed: Spirit Relatives: BAYLOCK,
Deck: 10 Discard: 1 Buried: 2
Notes: Blessing Available

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☑ +1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☑+2 ☐+3
Arcane: Charisma +1
BAYLOCK
Dexterity d8 + 1d6 + 3
Stealth: Dexterity d8 + 1d6 + 3
Disable: Dexterity d8 + 1d6 + 3
Diplomacy: Charisma d8 + 1d6 + 5

Die Bumps: 1/1
Favored Card: Weapon
Hand Size 5 ☑ 6 ☐7 ☐8 ☐9
Proficient with: Weapons Light Armors
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☑ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


Drelm must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
Closed Towering Obelisk
Moved top Card of Blessing Deck to the bottom.

Silver Crusade

Deck handler link

Roc BYA Strength 7: 1d10 + 2 ⇒ (6) + 2 = 8 - success


Erasmus didn't need to do the BYA check as the Roc's BYA only affects other local characters.

Remember Second Law is displayed if/when you encounter a barrier.

During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

The Second Law (Displayed):

MM 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.

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 11, Yoon/20100

Random Cards:

Monsters
Spoiler:
Plague Zombie
MM
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.

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

Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Spoiler:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Spoiler:
Acid Mantis
MM
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.

Barriers
Second Law: 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 The Second Law.
Spoiler:
Alchemical Gas
MM
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:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Spoiler:
Lightning Storm
MM
Barrier C
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.

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

Weapons
Spoiler:
Shock Glaive +1
MM
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 pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Returning Throwing Axe +1
MM
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 pro?cient with weapons, the dif?culty of this check is increased by 4.

Spoiler:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Corrosive Dagger +1
MM
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.

Spoiler:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spells
Spoiler:
Holy Light
MM
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.

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

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

Spoiler:
Deathgrip
MM
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.

Spoiler:
Detonate
MM
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Armors
Spoiler:
Bone Lamellar
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

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

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

Spoiler:
Canopic Wrap
MM
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:
Vented Plate Mail
MM
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

Spoiler:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Kohl of Uncanny Discernment
MM
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.

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

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

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

Spoiler:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Library Curator
MM
Ally 3
Traits:
Human
Cleric To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Spoiler:
Apprentice
MM
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.

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

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

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

Spoiler:
Blessing of Abadar
MM
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 Maat:
Blessing of Maat
MM
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:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Athnul/WilderRedbeard
Blessing of the Elements
MM
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 Blessings Deck Card 2 Raheli/Akaitora
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Drelm/MatsuKurisu
Blessing of the Elements
MM
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 Blessings Deck Card 4 Erasmus/NathanDavis
Blessing of the Sages
None
Loot P
Type: Blessing
Traits:
Arcane
Undead To Acquire:

Discard this card to add 1 die to any check.
Recharge this card to add 3d8 to any Knowledge or Perception check.
Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Yoon/20100
Blessing of Maat
MM
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 6 Blessings Deck Card 6 Athnul/WilderRedbeard
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 Blessings Deck Card 9 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Yoon/20100
Blessing of the Ancients
MM
Blessing C
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 11 Blessings Deck Card 11 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Raheli/Akaitora
Blessing of Horus
MM
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 13 Blessings Deck Card 13 Drelm/MatsuKurisu
Blessing of Horus
MM
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 14 Blessings Deck Card 14 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Yoon/20100
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Athnul/WilderRedbeard
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Erasmus/NathanDavis
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Yoon/20100
Blessing of the Elements
MM
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 21 Blessings Deck Card 21 Athnul/WilderRedbeard
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Raheli/Akaitora
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 23 Blessings Deck Card 23 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 24 Blessings Deck Card 24 Erasmus/NathanDavis
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Second Law: 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 The Second Law.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Akaitora, Lightning Storm, Ring of the Godless
Shifting Dunes Card 1:
Commune
MM
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.
Shifting Dunes Card 2:
Ooze Falchion +1
MM
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.
Shifting Dunes Card 3:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song

Shifting Dunes Card 4:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Second Law: 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 The Second Law.
Shifting Dunes Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 6:
Poison Spiked Pit Trap
MM
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.
Second Law: 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 The Second Law.
Shifting Dunes Card 7:
Ring of the Godless
MM
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.
Shifting Dunes Card 8:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Location #3: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Drelm/MatsuKurisu, Erasmus/NathanDavis,

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:

Volcanic Vents Card 1:
Potion of Healing
MM
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.
Volcanic Vents Card 2:
Carrion Golem
MM
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.
Volcanic Vents Card 3:
Blessing of the Ancients
MM
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.
Volcanic Vents Card 4:
Shasalqu
MM
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.
Volcanic Vents Card 5:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Volcanic Vents Card 6:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Second Law: 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 The Second Law.
Volcanic Vents Card 7:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 8:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Sulfur Pits Card 1 (Guecubu):
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Sulfur Pits Card 2:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Sulfur Pits Card 3:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 4:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 5:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 6:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 7:
Heat Metal
MM
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.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Yoon/20100,
Tarworks Card 1 (Desert Trapper):
Desert Trapper
MM
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.
Tarworks Card 2:
Stained Glass Elemental
MM
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.
Tarworks Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 4:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 5:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 6:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 7:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 8:
Alchemist's Suit
MM
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.


Female Human Kineticist Deck Handler (wanted: Ally 4, Blessing 5, maybe other level 5)

Hour of Maat

Display Osirion Ancestor

Free explore: Desert Trapper
Use power and reveal Searing Flesh to use Fortitude +d8, use another power, discard from deck to add d4
Combat 10: 1d10 + 4 + 1d8 + 1d4 ⇒ (10) + 4 + (1) + (1) = 16

Yoon burns the desert trapper before her ennemy has time to do anything.

Recharge Wayfinder to move to Volcanic Vents. Card 1 is Potion of Healing , card 2 is Carrion Golem. Bad monster immune to Yoon’s blast.

End of turn:
- reset hand, drawing 2 cards

Yoon, Elemental Annihilator at #5 wrote:

Hand (Size 6): Searing Flesh (Spell), Phantom Shield (Spell), Cleric of Nethys (Ally), Pyrotechnic Blast (Spell), Haki (Weapon), Cook (Ally)

Displayed: Osirion Ancestor
Deck: 9 Discard: 1 Buried: 2
Hero Points: 2
Notes: I can discard from deck to add Fire + d4 at a local combat check (extra d4 if it is a blessing).
Use my blessings as needed.
Skills and Powers:
Skills
Strength d4
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ ☑ +2
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size ☑ 6
Proficiency: Arcane Fire
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.

You may discard the top card of your deck to add 1d4 and the Fire trait to a local combat check. If it is a blessing, add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and heal the rest.
☑ You may ignore a bane's immunity to the Fire trait.

Favored Card: Spell


Female Human Monk Deck Handler

Off turn: During Yoon's turn, recharge Blessing of Kofusachi to draw Staff of Minor Healing.
Recharge Staff to recharge a random discarded card: Knot of Isis.

Start of turn: The hour of the Elements.
Move to Sulphur Pits.

The sand envelops Athnul and she takes cover where ever she can find it. By the time the storm blows over, she realizes she has stumbled upon the Tarworks. She heads back to the familiar smell of the sulphur pits and continues to keep watch for the Lamia sisters.

Free explore of Sulphur Pits card #1:

Guecubu:

MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Recharge Catching Cape to add Wisdom skill + boon's AD# (0) and the Bludgeoning trait, reveal Amulet of Fiery Fists to add 1d8 and the Fire and Magic traits, reveal Evangelist to add 1
Combat 15: 1d6 + 2 + 1d10 + 2 + 1d8 + 1 ⇒ (2) + 2 + (6) + 2 + (6) + 1 = 19 defeated, banished
Suffer a scourge: 1d6 + 1 ⇒ (5) + 1 = 6 Curse of Withering
Request Raheli's Remove Curse to remove the scourge

An undead fiend rises from the sulphur pits and threatens Athnul's health. It makes a squelching sound as she dispatches it with a spinning kick.

Discard Evangelist to explore card #2:

Falcata:

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

Fail check to acquire with a 0 result & banish card.

Athnul pulls the handle of a weapon from a pit but the blade has been weakened and corroded from exposure to the sulphur.

Reset hand and end turn.

Athnul wrote:

Hand: Amulet of Fiery Fists, Ascetic's Belt, Sacred Candle, Blessing of Gozreh, Blessing of Cayden Cailean, Blessing of Nethys (traders),

Displayed:
Deck: 5 Discard: 9 Buried: 0
Current Location: Sulphur Pits
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using last one). Sacred Candle will be buried to acquire a Blessing 2+ from the top of the blessings discard pile at a convenient time before the end of the player's turn.
Other: Dice Re-Roll Used for 3-3D?: N

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Monk of the Ki Fist
For your Melee combat check, you may recharge a card to add your Wisdom skill ( [ X plus the card's adventure deck number) and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)

The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

During Athnul's turn, Raheli recharges Remove Curse.

Starting Raheli's turn. The hour is Blessing of the Elements.

At the start of her turn, Lightning Storm activates.

Electricity Damage: 1d4 ⇒ 2

Raheli takes 2 Electricity Damage. She is going to recharge her Blessing of the Elements to mark her Snapping Turtle and reduce the damage to 0.

Lightning storm moves to a random open location: 1d5 ⇒ 5

Lightning Storm is now displayed next to the Tarworks.

Raheli will explore the Shifting Dunes and encounter Shifting Dunes Card 1: Commune. Unfortunately, that's way too high for Raheli to be able to acquire it, so she will choose to fail with a 0 and banish the spell.

Raheii will now discard Cleric of Nethys to examine Shifting Dunes Card 2: Ooze Falchion, and Shifting Dunes Card 3: Reta Bigbad. I will swap the order of those cards and then explore to encounter Shifting Dunes Card 3: Reta Bigbad.

For her check to acquire, Raheli will banish Fire Snake to use her Arcane skill instead of the listed one. She will also reveal her Mask of the Forgotten Pharaoh to add 2 to her Intelligence check.

CtA Diplomacy (Arcane): 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Failed. Banished!

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile.
FIRE SNAKE: Arcane 8: 1d8 + 2 ⇒ (1) + 2 = 3 -> FIRE SNAKE discarded.

Raheli resets her hand.

Raheli wrote:

Hand: STONE SKIN, MASK OF THE FORGOTTEN PHARAOH, USHABTI OF THE WILLING SERVANT, BINDER'S TOME, BLACK SPOT, LOCATE OBJECT,

Displayed: SNAPPING TURTLE,
Deck: 7 Discard: 4 Buried: 1
Current Location: Shifting Dunes
Hero Points: 2
NOTES:
Local Support: Reveal Binder's Tome to add 1d4 and the Mental trait to a local check
Distant Support: Black spot to reduce DC of a check against a monster by 4. Locate Object if you'd like Raheli to encounter a boon at her location for some reason. Stone Skin if you are taking damage to reduce it by 4.
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

Silver Crusade

Deck handler link

Turn Order
Raheli, Drelm , Erasmus, Yoon, Athnul,

Blessing = 3 / Blessing of the Elements

Start of Turn
At: #3: Towering Obelisk
Give: No
Move: #5: Volcanic Vents

Display Elemental Treaty @ #5: Volcanic Vents

Free Explore = 1: Potion of Healing, Item B: Intelligence 5

Spoiler:
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.

Intelligence 5: 1d6 ⇒ 2 - banished

Discard Blessing of the Spy, explore +1d = 2: Carrion Golem, Monster 2: Combat 14

Spoiler:
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.

BYA discard from deck (Augury)
Reveal Menacing Backsword +1 1d10+2+2+1d6+1, Blessing of the Spy +1d10
Combat 14: 1d10 + 2 + 2 + 1d6 + 1 + 1d10 ⇒ (4) + 2 + 2 + (4) + 1 + (4) = 17 - banished

Recovery Major Cure, heal: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 - full heal

Recovery Major Cure, heal: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 - full heal

End of Turn
Recovery
Recharge Major Cure Divine 10: 1d8 + 1 + 3 ⇒ (3) + 1 + 3 = 7 - discarded
Reset
Draw up Find Traps, td Stained Glass Elemental, Sorrowsoul

Summary
Location = #5: Volcanic Vents
Acquired =
Banished = 1: Potion of Healing, 2: Carrion Golem
Examined =

From Box =
Displayed = Elemental Treaty @ #5: Volcanic Vents
Give =
Used =

Other =

Drelm wrote:

Hand: Blessing of Maat, Captain's Cutless, Menacing Backsword +1, Find Traps, td Stained Glass Elemental, Sorrowsoul,

Displayed: Gambeson, Elemental Treaty, , , , ,
Deck: 10 Discard: 1 Buried: 0
"Notes: Distant: Blessings. Available
Find Traps: +2d vs barrier. Available
Local:

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Turn Order
Raheli, Drelm, Erasmus, Yoon, Athnul,

Blessing = 4 / Blessing of the Sages

Start of Turn
Recharge Spell(Searing Flesh, Mind Thrust) +3 all checks
Reveal Tetisurah, draw( Wintervine, Angelstep)

At: #3: Towering Obelisk
Give: No
Move: #5: Volcanic Vents

Free Explore = 3: Blessing of the Ancients, Blessing B: Divine 3

Spoiler:
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.

Divine 3: 1d4 + 3 ⇒ (1) + 3 = 4 - Acquired

Discard ac Blessing of the Ancients, examine & may explore = 4: Shasalqu, Monster 1: Combat 9

Spoiler:
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.

Reveal Seaborne Trident +1 +1d4
Erasmus BYA Wisdom 6: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7- Success.
Drelm BYA Wisdom 6: 1d8 + 1 ⇒ (1) + 1 = 2
- Recharge td Stained Glass Elemental +4 = 6 = Success.

Reveal Hawkmoon Bow 1d8+1d6+3+2d6+2, Erasmus +3
Combat 9: 1d8 + 1d6 + 3 + 2d6 + 2 + 3 ⇒ (7) + (6) + 3 + (5, 5) + 2 + 3 = 31 - banished
Cold damage blocked by Elemental Treaty

Discard Blessing of Milani, explore = 5: Lightning Bolt, Spell 2: Arcane 8

Spoiler:
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Bury Wintervine to shift Relative to BALSAMO
Arcane: Charisma d8 + 1d6 + 6, Erasmus +3
Arcane 8: 1d8 + 1d6 + 6 + 3 ⇒ (2) + (1) + 6 + 3 = 12 - Acquired

End of Turn
Recovery
Reset
Ignore Plant (Angelstep)
Draw up Scarab Buckler, Blessing of Angradd

Summary
Location = #5: Volcanic Vents
Acquired = 3: Blessing of the Ancients, 5: Lightning Bolt
Banished = 4: Shasalqu
Examined =

From Box =
Displayed =
Give =
Used =

Other =

Erasmus wrote:

Hand: Tetisurah, Hawkmoon Bow, Seaborne Trident +1, Angelstep, ac Lightning Bolt, Scarab Buckler, Blessing of Angradd,

Displayed: Spirit Relatives: BALSAMO,
Deck: 9 Discard: 3 Buried: 3
Notes: Blessing Available

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☑ +1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☑+2 ☐+3
Arcane: Charisma +1
BALSAMO
Intelligence d8 + 1d6 + 4
Arcane: Charisma d8 + 1d6 + 6
Knowledge: Intelligence d8 + 1d6 + 4
Craft: Intelligence d8 + 1d6 + 4

Die Bumps: 1/1
Favored Card: Weapon
Hand Size 5 ☑ 6 ☐7 ☐8 ☐9
Proficient with: Weapons Light Armors
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☑ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

The Second Law (Displayed):

MM 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.

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 16, Yoon/20100

Random Cards:

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

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

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

Spoiler:
Dark Stalker
MM
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:
Acid Mantis
MM
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.

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

Spoiler:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Spoiler:
Dry Quicksand
MM
Barrier C
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:
Lightning Storm
MM
Barrier C
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Spoiler:
Corridor Dart Trap
MM
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.

Weapons
Spoiler:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

Spoiler:
Flaming Spear +1
MM
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.

Spoiler:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Galvanic Chakram +1
MM
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 another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

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

Spoiler:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.

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

Spoiler:
Holy Light
MM
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.

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

Armors
Spoiler:
Tooled Crocodile Skin
MM
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.

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

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
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 Lamellar
MM
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:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Canteen
MM
Item C
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.

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

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

Spoiler:
Staff of Revelations
MM
Item 3
Traits:
Staff
Magic
Arcane To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

Allies
Spoiler:
Commander Abdallah
MM
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Spoiler:
Tarworks Master
MM
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

Spoiler:
Pard
MM
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.

Spoiler:
Unwrapped Harmony
MM
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.

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

Spoiler:
Blessing of the Elements
MM
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 Maat:
Blessing of Maat
MM
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: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Athnul/WilderRedbeard
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 Blessings Deck Card 4 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Yoon/20100
Blessing of the Ancients
MM
Blessing C
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 Blessings Deck Card 6 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Raheli/Akaitora
Blessing of Horus
MM
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 8 Blessings Deck Card 8 Drelm/MatsuKurisu
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 10 Blessings Deck Card 10 Yoon/20100
Blessing of the Ancients
MM
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 11 Blessings Deck Card 11 Athnul/WilderRedbeard
Blessing of the Elements
MM
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 Blessings Deck Card 12 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Erasmus/NathanDavis
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Yoon/20100
Blessing of the Elements
MM
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 16 Blessings Deck Card 16 Athnul/WilderRedbeard
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Raheli/Akaitora
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 18 Blessings Deck Card 18 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 19 Blessings Deck Card 19 Erasmus/NathanDavis
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Akaitora, Ring of the Godless
Shifting Dunes Card 1 (Ooze Falchion +1):
Ooze Falchion +1
MM
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.
Shifting Dunes Card 2:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 5:
Ring of the Godless
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Location #3: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Erasmus/NathanDavis, Yoon/20100, Elemental Treaty (Displayed by Drelm)

Volcanic Vents Card 1:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 2:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Lightning Storm
Sulfur Pits Card 1:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 2:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 4:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 5:
Heat Metal
MM
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.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
Tarworks Card 1:
Stained Glass Elemental
MM
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.
Tarworks Card 2:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 3:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 4:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 5:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 6:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 7:
Alchemist's Suit
MM
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.


During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

The Second Law (Displayed):

MM 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.

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 16, Yoon/20100

Random Cards:

Monsters
Spoiler:
Coffer Corpse
MM
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.

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

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

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

Spoiler:
Sun Falcon
MM
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.

Barriers
Spoiler:
Grave Goods
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.


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

Spoiler:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

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

Weapons
Spoiler:
Shock Glaive +1
MM
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 pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Sistrum of Bastet
MM
Weapon P
Traits:
Axe
Book
Ranged
Bludgeoning
Magic
Arcane To Acquire:
CharismaMelee 13
For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Spoiler:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Hunga Munga
MM
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.

Spoiler:
Chakram
MM
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.

Spells
Spoiler:
Sands of Time
MM
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.

Spoiler:
Holy Light
MM
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.

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

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

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

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

Spoiler:
Bone Lamellar
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Mistmail
MM
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.

Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

Spoiler:
Filter Hood
MM
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.

Items
Spoiler:
Potion of Energy Resistance
MM
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Spoiler:
Helpful Haversack
MM
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, put the examined card on the top or bottom of your deck.

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

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

Allies
Spoiler:
Unwrapped Harmony
MM
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.

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

Spoiler:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Spoiler:
Pard
MM
Ally C
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.

Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to 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 deck, then you may then explore your location.

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

Top of Blessing Discard Pile:

Blessing of Maat:
Blessing of Maat
MM
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: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Athnul/WilderRedbeard
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 Blessings Deck Card 4 Erasmus/NathanDavis
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Yoon/20100
Blessing of the Ancients
MM
Blessing C
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 Blessings Deck Card 6 Athnul/WilderRedbeard
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Raheli/Akaitora
Blessing of Horus
MM
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 8 Blessings Deck Card 8 Drelm/MatsuKurisu
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 10 Blessings Deck Card 10 Yoon/20100
Blessing of the Ancients
MM
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 11 Blessings Deck Card 11 Athnul/WilderRedbeard
Blessing of the Elements
MM
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 Blessings Deck Card 12 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Erasmus/NathanDavis
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Yoon/20100
Blessing of the Elements
MM
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 16 Blessings Deck Card 16 Athnul/WilderRedbeard
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Raheli/Akaitora
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 18 Blessings Deck Card 18 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 19 Blessings Deck Card 19 Erasmus/NathanDavis
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Akaitora, Ring of the Godless
Shifting Dunes Card 1 (Ooze Falchion +1):
Ooze Falchion +1
MM
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.
Shifting Dunes Card 2:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 5:
Ring of the Godless
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Location #3: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Erasmus/NathanDavis, Yoon/20100, Elemental Treaty (Displayed by Drelm)

Volcanic Vents Card 1:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Volcanic Vents Card 2:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Volcanic Vents Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
Sulfur Pits Card 1:
Aunty
MM
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Sulfur Pits Card 2:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
Sulfur Pits Card 3:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 4:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 5:
Heat Metal
MM
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.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lightning Storm
Tarworks Card 1:
Stained Glass Elemental
MM
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.
Tarworks Card 2:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 3:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 4:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 5:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 6:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 7:
Alchemist's Suit
MM
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.


Female Human Kineticist Deck Handler (wanted: Ally 4, Blessing 5, maybe other level 5)

Hour of Maat

Explore Volcanic Vents Card 1: Curse of Teeth and Fleas. Displayed next to character as she can not make the check without using too many cards

Discard cleric of nethys to examine 2 cards, put them back in any order and explore.
Card 1 is Portable Sarcophagus, 2 is Sandstorm Roc. Put the henchman on top.
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. -> Drelm and Erasmus
Use power and discard Phantom Shield to use Fortitude+d8+d6, cast Searing Flesh to add 2d4 (discard Blessing of Nethys with the spell too), use power and discard Sign of the Pack 1 from deck to add 2d4
Combat 18: 1d10 + 4 + 1d8 + 1d6 + 4d4 ⇒ (7) + 4 + (5) + (1) + (3, 4, 1, 1) = 26

Yoon engulfs the roc in a big ball of fire. Only charred bones remain after that.

Close location, taking 1 fire reduced to 0 by elemental treaty

End turn:
- recovery: Fortitude 6: 1d10 + 4 ⇒ (8) + 4 = 12 Searing Flesh recharged,
- reset hand, draw 3, then heal Blessing and Cleric of Nethys while Phantom Shield gets burried.

Yoon, Elemental Annihilator at #5 wrote:

Hand (Size 6): Pyrotechnic Blast (Spell), Haki (Weapon), Cook (Ally), Remove Curse (Spell), Blessing of Sivanah (Blessing), Sign of the Pack 2 (Blessing)

Displayed: Osirion Ancestor, Curse of Teeth and Fleas
Deck: 8 Discard: 2 Buried: 3
Hero Points: 2
Notes: I can discard from deck to add Fire + d4 at a local combat check (extra d4 if it is a blessing).
Use my blessings as needed.
Skills and Powers:
Skills
Strength d4
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ ☑ +2
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size ☑ 6
Proficiency: Arcane Fire
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.

You may discard the top card of your deck to add 1d4 and the Fire trait to a local combat check. If it is a blessing, add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and heal the rest.
☑ You may ignore a bane's immunity to the Fire trait.

Favored Card: Spell

Silver Crusade

Deck handler link

Drelm - out of turn

Roc BYA Str 7: 1d10 + 2 ⇒ (10) + 2 = 12 - success

Recharge Elemental Treaty, Divine 6: 1d8 + 1 + 3 ⇒ (1) + 1 + 3 = 5 - discarded

Drelm wrote:

Hand: Blessing of Maat, Captain's Cutless, Menacing Backsword +1, Find Traps, Sorrowsoul, ,

Displayed: Gambeson, , , , , ,
Deck: 11 Discard: 2 Buried: 0
"Notes: Distant: Blessings. Available
Find Traps: +2d vs barrier. Available
Local:

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Erasmus - out of turn

Roc BYA Str 7: 1d6 ⇒ 1 - Failed
Move #1-4,6-7: 1d6 ⇒ 6 - #7: Tarworks
Discard ac Lightning Bolt to damage

Erasmus wrote:

Hand: Tetisurah, Hawkmoon Bow, Seaborne Trident +1, Angelstep, Scarab Buckler, Blessing of Angradd,

Displayed: Spirit Relatives: BALSAMO,
Deck: 9 Discard: 4 Buried: 3
Notes: Blessing Available

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☑ +1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☑+2 ☐+3
Arcane: Charisma +1
BALSAMO
Intelligence d8 + 1d6 + 4
Arcane: Charisma d8 + 1d6 + 6
Knowledge: Intelligence d8 + 1d6 + 4
Craft: Intelligence d8 + 1d6 + 4

Die Bumps: 1/1
Favored Card: Weapon
Hand Size 5 ☑ 6 ☐7 ☐8 ☐9
Proficient with: Weapons Light Armors
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☑ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


Female Human Monk Deck Handler

Off turn: Bury Sacred Candle to draw Blessing of Maat at the end of Yoon's turn.
Per Hangouts discussion, the hour was changed by Yoon's encounter with the Roc and should be: The hour of SANDSTORM
Athnul moves to: 1d7 ⇒ 5 Volcanic Vents (closed location)
Raheli moves to: 1d7 ⇒ 4 Windswept Chasm (closed location)
Drelm moves to: 1d7 ⇒ 3 Towering Obelisk (closed location)
Erasmus moves to: 1d7 ⇒ 6 Sulphur Pits
Examine top card: Aunty (Ally C) - shuffle location
Yoon moves to: 1d7 ⇒ 1 Howling Sands
Examine top card: Jamirah (Villain Monster 3) - no trigger
Move to Sulphur Pits

A sandstorm sweeps through the sulphur pits and Athnul takes cover until it blows over.

Free explore of card #1:
Random top card: 1d5 ⇒ 4

Rukh:

MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Reveal Blessing of Cayden Cailean to evade monster, then recharge it to explore the next top card:
Random top card: 1d5 ⇒ 5

Heat Metal:

MM
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.

Wisdom 7: 1d10 + 3 ⇒ (6) + 3 = 9 acquired

As the sand clears, Athnul manages to spot and steer clear of a Rukh. She spots a scroll blowing across the sand and manages to snag and pocket it.

Discard Blessing of Nethys to examine the top two cards and encounter 1:
Top card: 1d4 ⇒ 1 Aunty (Ally C)
2nd card: 1d4 ⇒ 4 Rukh (Monster 3)
No triggers. Encounter Aunty.

Aunty:

MM
Ally C
Traits:
Human
Cleric
To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.

Auto-fail check to acquire, banish.

Athnul runs into a cleric who is seemingly disinterested in striking up a conversation. Athnul allows her to continue on her way unperturbed.

Reset hand and end turn

Athnul wrote:

Hand: Amulet of Fiery Fists, Ascetic's Belt, Blessing of Gozreh, Blessing of the Quartermaster 1, Blessing of Maat (acquired), Heat Metal (acquired),

Displayed:
Deck: 5 Discard: 10 Buried: 1
Current Location: Sulphur Pits
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using last one).
Other: Dice Re-Roll Used for 3-3D?: N

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Monk of the Ki Fist
For your Melee combat check, you may recharge a card to add your Wisdom skill ( [ X plus the card's adventure deck number) and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)


As mentioned in the chat, Yoon should have examined the top Blessing of the hourglass, (Horus) which was a blessing, and therefore bottom-decked.

During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

The Second Law (Displayed):

MM 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.

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 18, Raheli/Akaitora

Random Cards:

Monsters
Spoiler:
Enchanter
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Spoiler:
Coffer Corpse
MM
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.

Spoiler:
Desert Trapper
MM
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.

Spoiler:
Plague Zombie
MM
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.

Spoiler:
Acid Mantis
MM
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.

Barriers
Spoiler:
Final Nights
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.

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

Spoiler:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Spoiler:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

Spoiler:
Alchemical Gas
MM
Barrier C
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.

Weapons
Spoiler:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

Spoiler:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spoiler:
Scorpion Whip
MM
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.

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

Spoiler:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle 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 or Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
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 13 check to recharge this card instead of discarding it.

Spoiler:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.

Spoiler:
Fiery Glare
MM
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.

Armors
Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

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

Spoiler:
Filter Hood
MM
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
MM
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 by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Canopic Wrap
MM
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:
Canteen
MM
Item C
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.

Spoiler:
Black Marsh Spider Venom
MM
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.

Spoiler:
Healer's Kit
MM
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.

Spoiler:
Potion of Energy Resistance
MM
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

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

Allies
Spoiler:
Clockwork Menial
MM
Ally 3
Traits:
Automaton To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
Discard this card to explore your location.

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

Spoiler:
Mahga Threefingers
MM
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.

Spoiler:
Falto
MM
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Drelm/MatsuKurisu
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing C
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 Blessings Deck Card 3 Yoon/20100
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Athnul/WilderRedbeard
Blessing of Horus
MM
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 5 Blessings Deck Card 5 Raheli/Akaitora
Blessing of Horus
MM
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 6 Blessings Deck Card 6 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 Blessings Deck Card 7 Erasmus/NathanDavis
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Yoon/20100
Blessing of the Elements
MM
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 9 Blessings Deck Card 9 Athnul/WilderRedbeard
Blessing of the Ancients
MM
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 10 Blessings Deck Card 10 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 Drelm/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Erasmus/NathanDavis
Blessing of the Elements
MM
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 13 Blessings Deck Card 13 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Athnul/WilderRedbeard
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 15 Blessings Deck Card 15 Raheli/Akaitora
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Drelm/MatsuKurisu
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Erasmus/NathanDavis
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/20100, Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ring of the Godless
Shifting Dunes Card 1 (Ooze Falchion +1):
Ooze Falchion +1
MM
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.
Shifting Dunes Card 2:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Shifting Dunes Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Shifting Dunes Card 4:
Poison Spiked Pit Trap
MM
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.
Shifting Dunes Card 5:
Ring of the Godless
MM
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.
Shifting Dunes Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Location #3: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Drelm/MatsuKurisu,

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Akaitora,

Location #5: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Erasmus/NathanDavis,

Sulfur Pits Card 1 (Rukh):
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Sulfur Pits Card 2:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 3:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lightning Storm
Tarworks Card 1:
Stained Glass Elemental
MM
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.
Tarworks Card 2:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 3:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 4:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 5:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Tarworks Card 6:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 7:
Alchemist's Suit
MM
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.

The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

Starting Raheli's turn. The hour is Blessing of the Ancients.

Raheli is luckily moved out of danger's way, so no lightning storm this turn.

She will move to Shifting Dunes, then explore.

Raheli encounters Shifting Dunes Card 1: Ooze Falchion. Raheli will ask Erasmus to recharge his Blessing of Angradd to bless her check and then she will bury her Ushabti of the Willing Servant to add 1d8 to her Strength check.

CtA Strength 8: 2d6 + 1d8 ⇒ (4, 6) + (4) = 14

Acquired! Raheli can't make the Craft 8 check, so the Ushabti remains buried.

Raheli will then banish Locate Object to examine cards at the Shifting Dunes until she finds a boon to acquire. She examines Shifting Dunes Card 2: Baited Jewelbox, which triggers causing Raheli's Binder's Tome to be shuffled in. We'll set those aside from now. Then she examines Shifting Dunes Card 3: Bonecrusher Hunter, which also triggers and causes Raheli to have to encounter it!.

For her check to defeat, Raheli will recharge the Ooze Falchion to use her Dexterity + 1d8 and add the bludgeoning trait. She will additionally banish Black Spot to reduce the DC by 4 to 11.

CtD Combat 9 +3(#) +3(trigger) -4(Black Spot) = 11: 1d10 + 1d8 + 3 ⇒ (10) + (8) + 3 = 21

Success! Raheli uses her power to draw a card: Sapphire of Intelligence. Then, she continues examining. She examines Shifting Dunes Card 4: Poison Spiked Trap, then Card 5: Ring of the Godless. She will attempt to acquire it revealing her Mask of the Forgotten Pharaoh to add 2 to her Wisdom check.

CtA Wisdom 5: 1d6 + 2 ⇒ (1) + 2 = 3

Banished. Now, Shifting Dunes is shuffled along with Raheli's Binder's Tome. This means that Shifting Dunes now contains Card 2, Card 4, Card 6 and Raheli's Binder's Tome.

Raheli ends her turn.

Raheli attempts to recover all cards in her Recovery pile, revealing her Mask of the Forgotten Pharaoh for each check.
BLACK SPOT: Arcane 6: 1d8 + 2 ⇒ (7) + 2 = 9 -> BLACK SPOT recharged.
LOCATE OBJECT: Arcane 8: 1d8 + 2 ⇒ (1) + 2 = 3 -> LOCATE OBJECT discarded.

Raheli resets her hand.

Raheli wrote:

Hand: STONE SKIN, MASK OF THE FORGOTTEN PHARAOH, SAPPHIRE OF INTELLIGENCE, FOX, BYZANTINE LEXICON, SEBTI THE CROCODILE,

Displayed: SNAPPING TURTLE,
Deck: 5 Discard: 5 Buried: 2
Current Location: Shifting Dunes
Hero Points: 2
NOTES:
Local Support: Recharge Fox to add 1d4 to a local Wisdom or Intelligence check. Recharge Byzantine Lexicon to add a die to your local Wisdom check.
Distant Support: Stone Skin if you are taking damage to reduce it by 4.
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2. Raheli could use a heal, if you guys have a chance.

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

Silver Crusade

Deck handler link

Turn Order
Raheli, Drelm , Erasmus, Yoon, Athnul,

Blessing = 1 / Sandstorm

Drelm moves: 1d7 ⇒ 1 - #1: Howling Sands
Examine top card = 1: Jamirah - Bane no trigger

Erasmus moves: 1d7 ⇒ 3 -#3: Towering Obelisk
Examine top card = Closed

Yoon moves: 1d7 ⇒ 5 - #5: Volcanic Vents
Examine top card = Closed

Athnul moves: 1d7 ⇒ 7 - #7: Tarworks - Location shuffled
Examine top card = 1: Stained Glass Elemental, Boon - SHUFFLED

Raheli moves: 1d7 ⇒ 4 - #4: Windswept Chasm
Examine top card = Closed

Start of Turn
At: #1: Howling Sands
Give: No
Move: #2: Shifting Dunes

Free Explore Top Card 2, 4, 6 & Raheli's Binder's Tome: 1d4 ⇒ 2 = 4: Poison Spiked Pit Trap, Barrier 1, Trap, Veteran: Wisdom 11(8+3)

Spoiler:
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.

Wisdom 1d8+1 Drelm.Trap +1d8+1+3
Wisdom 11: 1d8 + 1 + 1d8 + 1 + 3 ⇒ (3) + 1 + (6) + 1 + 3 = 14 - Banished. May explore again.
Second Law: 1d6 ⇒ 4 = Does not trigger

Free explore Top Card 2, 6 & Raheli's Binder's Tome: 1d3 ⇒ 2 = 6: Guecubu, Monster 3: Combat 15

Spoiler:
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Discard Captain's Cutless 1d10+2+2+1d6+1+1d8
Combat 15: 1d10 + 2 + 2 + 1d6 + 1 + 1d8 ⇒ (6) + 2 + 2 + (6) + 1 + (6) = 23 - Banished

Discard Sorrowsoul, explore +1 on any 1 or 2 rolled = Top Card 2, Raheli's Binder's Tome: 1d2 ⇒ 1 = 2: Baited Jewel Box, Barrier B, Veteran: Disable 9(6+3)

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

Disable 1d8+1+2 Recovery Find Traps +2d8
Disable 9: 1d8 + 1 + 2 + 2d8 ⇒ (8) + 1 + 2 + (3, 4) = 18 - banished
> 4, draw an item
I1: Canteen
Spoiler:

Item C
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.

The Second Law triggers wrote:


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.

Banish Canteen to avoid Voice

End of Turn
Recovery
Recharge Find Traps Divine 8: 1d8 + 1 + 3 ⇒ (5) + 1 + 3 = 9 - Recharged
Reset
Draw up Cure, Blessing of the Spy, Augury, Shadowless Sword

Summary
Location = #2: Shifting Dunes
Acquired =
Banished = 2: Baited Jewel Box, 4: Poison Spiked Pit Trap, 6: Guecubu, Displayed The Second Law, I1: Canteen
Examined = Only card remaining Raheli's Binder's Tome

From Box = I1: Canteen
Displayed =
Give =
Used =

Other =

Drelm wrote:

Hand: Blessing of Maat, Menacing Backsword +1, Cure, Blessing of the Spy, Augury, Shadowless Sword,

Displayed: Gambeson, , , , , ,
Deck: 8 Discard: 4 Buried: 0
"Notes: Distant: Blessings. Available
Local: Cure for Raheli

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Turn Order
Raheli, Drelm, Erasmus, Yoon, Athnul,

Recharge Blessing of Angradd for Raheli

Blessing = 2 / Blessing of the Ancients

Start of Turn
Recharge Weapon (Hawkmoon Bow, Seaborne Trident +1) +3 all checks
Reveal Tetisurah, draw(Blessing of Thoth, Call Spirit, Cloud Puff)

At: #3: Towering Obelisk
Give: No
Move: #7: Tarworks

Free Explore = 1: Stained Glass Elemental, Ally B, Arcane 9

Spoiler:
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.

Arcane: Charisma d8 + 1d6 + 6, Erasmus +3
Arcane 9: 1d8 + 1d6 + 6 + 3 ⇒ (4) + (4) + 6 + 3 = 17 - Acquired

End of Turn
Recovery
Reset
Ignore Plant (Angelstep, Cloud Puff)
Draw up Bloody Mandrake

Summary
Location = #7: Tarworks
Acquired = 1: Stained Glass Elemental
Banished =
Examined =

From Box =
Displayed =
Give =
Used =

Other =

Erasmus wrote:

Hand: Tetisurah, Scarab Buckler, Angelstep, Blessing of Thoth, Call Spirit, Cloud Puff, ac Stained Glass Elemental, Bloody Mandrake,

Displayed: Spirit Relatives: BALSAMO,
Deck: 8 Discard: 4 Buried: 3
Notes: Blessing Available

Skills and Powers:
SKILLS

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☑ +1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☑+2 ☐+3
Arcane: Charisma +1
BALSAMO
Intelligence d8 + 1d6 + 4
Arcane: Charisma d8 + 1d6 + 6
Knowledge: Intelligence d8 + 1d6 + 4
Craft: Intelligence d8 + 1d6 + 4

Die Bumps: 1/1
Favored Card: Weapon
Hand Size 5 ☑ 6 ☐7 ☐8 ☐9
Proficient with: Weapons Light Armors
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 (☐ +1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add (☑ 1 plus) (☐ 2 plus) the number of cards recharged to your checks until the end of the turn.
☐ Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
☑ You may bury (☐ or discard) a card to move a marker on the cohort Spirit Relatives (☐ and you may put a second marker on it until the end of the turn).
☐ Once each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.


Female Human Kineticist Deck Handler (wanted: Ally 4, Blessing 5, maybe other level 5)

Yoon goes to Sulfur Pits.

She use her power to become hot to burn the fleas recharge Remove Curse to get rid of Curse of Teeth and Fleas.

As she’s hungry, she goes to the team cook asking for some sausages. Display Cook

She looks around and finds a Ruhk.


Use power (that adds attack), displaying Pyrotechnic Blast to use Fortitude+d8, cook adds d4, discard from deck to add a d4, Blessing of Angradd so another d4
combat 13: 1d10 + 4 + 1d8 + 3d4 ⇒ (8) + 4 + (4) + (2, 4, 2) = 24
Use power (that adds attack), discarding Pyrotechnic Blast to use Fortitude+d8+d6, cook adds d4
combat 13: 1d10 + 4 + 1d8 + 1d6 + 1d4 ⇒ (10) + 4 + (6) + (6) + (1) = 27 Banished

Yoon asks her ghost friend to tell her of any danger. Rechage Osirion Ancestor to examine top card at location: Sandstorm Roc. Tough customer. With too few card left, I’d better be guarding that taking too much damage. Recharge Haki to shuffle location

[ooc)End turn:
- Cook gets recharged,
- reset hand, drawing 4 cards, heal 3, and Sign of the Pack 1 is buried
[/ooc]

Yoon, Elemental Annihilator at #6 wrote:

Hand (Size 6): Blessing of Sivanah (Blessing), Sign of the Pack 2 (Blessing), Fire Ward Gel (Item), Searing Flesh (Spell), Gom-Gom (Item), Cleric of Nethys (Ally)

Deck: 9 Discard: 0 Buried: 4
Hero Points: 2
Notes: I can discard from deck to add Fire + d4 at a local combat check (extra d4 if it is a blessing).
Use my blessings as needed.

Skills and Powers:
Skills
Strength d4
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ ☑ +2
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size ☑ 6
Proficiency: Arcane Fire
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.

You may discard the top card of your deck to add 1d4 and the Fire trait to a local combat check. If it is a blessing, add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and heal the rest.
☑ You may ignore a bane's immunity to the Fire trait.

Favored Card: Spell


On Drelm's turn, after fighting the Guecubu, he should have suffered a scourge.
Scourge: 1d6 + 1 ⇒ (6) + 1 = 7 Curse of Fevered Dreams
Yuck, but it wouldn't have changed the rest of Drelm's turn, just his hand going forward. Please re-post hand before proceeding.

Also, Tarworks was shuffled by the sandstorm on Drelm's turn, so the top card wasn't necessarily still Stained Glass Elemental, but it was possible, so I'll let that slide.

Anyways, locations that needed shuffling are shuffled. Athnul will need to deal with Lightning storm at their location: Tarworks at the start of their turn.

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

During This Adventure: The scourge die is 1d6 +1.

When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: After creating the blessings deck, shuffle 6 Sandstorm villains into it.

Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display the Lightning Storm at a random occupied location. When that Lightning Storm would move to a closed location or be banished, display it at a random open location instead.

Additional Rules:

Lightning Storm (Displayed):

MM 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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

Story Banes:

Villain(s):
Spoiler:

Jamirah
MM Villain 3
Type: Monster
Traits: Lamia Rogue
To Defeat: Combat 18
Jamirah is immune to the Mental trait. Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded. If the check to defeat did not exceed 21, each character at this location may draw a card.

Sandstorm
Spoiler:

MM Villain B
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Henchmen:
Lamia Sisters:
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a random non-Basic Item from the box. If defeated, you may immediately attempt to close the location this henchman came from.

Sandstorm Roc
Spoiler:

SoPT Henchman 3
Type: Monster
Traits: Elemental Outsider
To Defeat: Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage. After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

Giant Sand Eel
Spoiler:

MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 3

Turn: 22, Athnul/WilderRedbeard

Random Cards:

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

Spoiler:
Enchanter
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Spoiler:
Shasalqu
MM
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:
Dark Stalker
MM
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:
Plague Zombie
MM
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.

Barriers
Spoiler:
Shrieking Plant
MM
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.

Spoiler:
Fireball Trap
MM
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.

Spoiler:
Poison Spiked Pit Trap
MM
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:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

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

Weapons
Spoiler:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Spoiler:
Hunga Munga
MM
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.

Spoiler:
Flask Thrower
MM
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:
Galvanic Chakram +1
MM
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 another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

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

Spells
Spoiler:
Speak with Dead
MM
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:
Sands of Time
MM
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.

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

Spoiler:
Stone Skin
MM
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:
Flames of the Faithful
MM
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Armors
Spoiler:
Crocodile Skin Helmet
MM
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:
Canopic Wrap
MM
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:
Filter Hood
MM
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:
Hide Armor of Fire Resistance
MM
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:
Filter Hood
MM
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.

Items
Spoiler:
Canteen
MM
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.

Spoiler:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Staff of Revelations
MM
Item 3
Traits:
Staff
Magic
Arcane To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

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

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

Allies
Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

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

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

Spoiler:
Fire Gecko
MM
Ally C
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.

Spoiler:
Mahga Threefingers
MM
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.

Blessings
Spoiler:
Blessing of Abadar
MM
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 the Elements
MM
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 Ra
MM
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:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Spoiler:
Blessing of Horus
MM
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.

Top of Blessing Discard Pile:

Blessing of Horus:
Blessing of Horus
MM
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: 13

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Raheli/Akaitora
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Drelm/MatsuKurisu
Blessing of the Ancients
MM
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 Blessings Deck Card 3 Erasmus/NathanDavis
Blessing of the Ancients
MM
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 Blessings Deck Card 4 Yoon/20100
Blessing of the Elements
MM
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 Blessings Deck Card 5 Athnul/WilderRedbeard
Blessing of the Ancients
MM
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 Blessings Deck Card 6 Raheli/Akaitora
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Drelm/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Erasmus/NathanDavis
Blessing of the Elements
MM
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 9 Blessings Deck Card 9 Yoon/20100
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Athnul/WilderRedbeard
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 11 Blessings Deck Card 11 Raheli/Akaitora
Blessing of the Ancients
MM
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 12 Blessings Deck Card 12 Drelm/MatsuKurisu
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Erasmus/NathanDavis
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Villain: Jamirah

Howling Sands Card 1 (Jamirah):
Jamirah
MM
Villain 3
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.
Howling Sands Card 2:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Howling Sands Card 3:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Howling Sands Card 4:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Howling Sands Card 5:
Blasphemous Priest
MM
Monster C
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.
Howling Sands Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Howling Sands Card 7:
Acid Splash
MM
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.

Location #2: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Drelm/MatsuKurisu, Raheli's Binder's Tome
Sulfur Pits Card 1 (Binder's Tome):
(Raheli's) Binder's Tome
Type: Item 1
Traits:
Book
Magic
Mental
To Acquire:
Wisdom Knowledge 6
On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.

Location #3: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Akaitora,

Location #5: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/20100, Sandstorm Roc

Sulfur Pits Card 1:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 2:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.

Location #7: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Erasmus/NathanDavis, Lightning Storm, Stained Glass Elemental
Tarworks Card 1:
Sandstorm Roc
None
Henchman 3
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks Card 2:
Brain Ooze
MM
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.
Adventure power: When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.
Tarworks Card 3:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Tarworks Card 4:
Alchemist's Suit
MM
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.
Tarworks Card 5:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Tarworks Card 6:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.

Silver Crusade

Deck handler link

Drelm - turn correction

Curse new hand: 1d4 + 1 ⇒ (3) + 1 = 4
Recharge (Shadowless Sword, Blessing of Maat, Cure, Blessing of the Spy, Augury, Menacing Backsword +1 )

New hand = (Blessing of Asmodeus
Blessing of Abadar 2
Hand of the Honest Man
Blessing of Abadar)

Recovery Hand of the Honest Man to banish Curse of Fevered Dreams

Recharge Hand of the Honest Man Divine 8: 1d8 + 1 + 3 ⇒ (6) + 1 + 3 = 10 - recharged

Drelm wrote:

Hand: Blessing of Asmodeus, Blessing of Abadar 2, Blessing of Abadar, , , ,

Displayed: Gambeson, , , , , ,
Deck: 11 Discard: 4 Buried: 0
"Notes: Distant: Blessings. Available
Local:

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Female Human Monk Deck Handler

The hour of Horus
Start of turn encounter:

Lightning Storm:
MM 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.

Lightning Storm roll: 1d4 ⇒ 2 Recharge Blessing of Maat to reduce damage by 2
Move Lightning Storm to a random location:
Random Location: 1d4 ⇒ 1 moves to Howling Sands
Move to Shifting Dunes

After a sandstorm blows in, Athnul finds she has wandered to the Tarworks. She meets Erasmus there just as a wicked lightning storm forms. The two endure the pelting rain and the static-charged air until the storm moves on into the howling sands. Athnul waves farewell to Erasmus and begins the trek back but is waylayed by a particularly unsteady area of dunes.

Free explore of card #1:

(Raheli's) Binder's Tome:

Type: Item 1
Traits:
Book
Magic
Mental
To Acquire:
Wisdom Knowledge 6
On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.

Recharge Blessing of the Quartermaster to add a die
Wisdom 6: 2d10 + 3 ⇒ (7, 5) + 3 = 15 acquired
Location close:

Giant Sand Eel:
MM Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Recharge Heat Metal to add Wisdom skill + boon's AD# (2) and the Bludgeoning trait, reveal Amulet of Fiery Fists to add 1d8 and the Fire and Magic traits, Discard Drelm's Blessing of Abadar for a die
Combat 11+6=17: 2d6 + 2 + 1d10 + 3 + 2 + 1d8 ⇒ (3, 3) + 2 + (8) + 3 + 2 + (3) = 24 defeated and banished to vault
Location closed.

Athnul notices one of Raheli's tomes lying in the sand but, as she leans over to retrieve it, a giant sand eel attempts to swallow her! Are these brutes intelligent enough to set traps? Athnul thinks to herself as she struggles against the monster's gaping maw. But with her quick wit and a few well-placed kicks to the roof of its mouth, Athnul escapes being lunch and the sand eel retreats underground.

Reset hand and end turn

Athnul wrote:

Hand: Amulet of Fiery Fists, Ascetic's Belt, Staff of Minor Healing, Blessing of Gozreh, Blessing of Kofusachi, Binder's Tome (Raheli's),

Displayed:
Deck: 6 Discard: 10 Buried: 1
Current Location: Shifting Dunes
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using last one except for villain combat).
Other: Dice Re-Roll Used for 3-3D?: N

At the start of Raheli's turn, recharge Staff of Minor Healing to recharge random discarded card: Blessing of Nethys

Athnul wrote:

Hand: Amulet of Fiery Fists, Ascetic's Belt, Blessing of Gozreh, Blessing of Kofusachi, Binder's Tome (Raheli's),

Displayed:
Deck: 8 Discard: 9 Buried: 1
Current Location: Shifting Dunes
Hero Points: 2
NOTES:
Available Support: Blessings available (please ask before using last one except for villain combat).
Other: Dice Re-Roll Used for 3-3D?: N

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Monk of the Ki Fist
For your Melee combat check, you may recharge a card to add your Wisdom skill ( [ X plus the card's adventure deck number) and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)

The Exchange

֎ Deck Handler ֎ Looking for: Items>>Ally>Spell

Starting Raheli's turn. The hour is Blessing of Horus.

Raheli will move to the Sulfur Pits.

Raheli will now recharge Sebti the Crocodile to examine the top 2 cards of her location. She examines Sulfur Pits Card 1: Sandstorm Roc, and Sulfur Pits Card 2: Giant Crocodile.

Raheli will explore to encounter the Sandstorm Roc. Yoon will need to make a Strength or Fortitude 7 check or be moved to a random location and dealt 1 Ranged Combat Damage.

For her check to defeat, Raheli will recharge her Fox to use her Dexterity + 1d8 and add the slashing trait. She will also recharge her Sapphire of Intelligence, Mask of the Forgotten Pharaoh and Byzantine Lexicon to add 3d4 to her CtD.

CtD Combat, Dexterity 18: 1d10 + 1d8 + 3d4 + 3 ⇒ (7) + (8) + (4, 3, 3) + 3 = 28

Success! This allows Raheli to draw a card, but she will choose not to.

After she acts, she must examine the top card of the hourglass. She examines a Blessing of the Ancients, which gets recharged

Raheli will close her location by taking 1 Acid Damage. Raheli will recharge Stone Skin to put a marker on her Snapping Turtle and reduce the damage to 0.

Sulfur Pits are closed. Raheli ends her turn and resets her hand.

Raheli wrote:

Hand: WOLF, REMOVE CURSE, BLESSING OF THE ELEMENTS, OOZE FALCHION+1, BLACK SPOT, SEBTI THE CROCODILE,

Displayed: SNAPPING TURTLE,
Deck: 5 Discard: 6 Buried: 2
Current Location: Sulfur Pits
Hero Points: 2
NOTES:
Movement:
Other: Snapping Turtle is giving Raheli Fortitude: Constitution + 2 and Arcane:Intelligence +2. Raheli could use a heal, if you guys have a chance.

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 (☐2d8) 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 recharges (☐ plus the items' highest adventure deck number) to your check. (☐ Then you may shuffle your deck.)

☑ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.

☐ You may discard a spell or item to reduce Combat damage (☐ or any damage) dealt to you to 0.

☐ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (☐ or put it on top of) its location deck.

Silver Crusade

Deck handler link

Turn Order
Raheli, Drelm , Erasmus, Yoon, Athnul,

Discard Blessing of Abadar 2 for Athnul

Blessing = 3 / Blessing of the Ancients

Start of Turn
At: #2: Shifting Dunes
Give: No
Move: #7: Tarworks

Free Explore 1: Sandstorm Roc, Henchman 3: Combat 18

Spoiler:
Type: Monster
Traits:
Elemental
Outsider
To Defeat:
Combat 18
Before you act, each other character at your location must succeed at a Strength or Fortitude 7 check or move to a random other location then be dealt 1 Ranged Combat damage.
After you act, examine the top card of the blessings deck. If it is a blessing, put it on the bottom of the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Erasmus BYA Strength 7: 1d6 ⇒ 4 - Failed. 1 combat damage. recharge Scarab Buckler
Erasmus Moved to: 1d6 ⇒ 2 - #2: Shifting Dunes

Melee 1d10+2+2 Discard Blessing of Abadar +1d10 Discard Erasmus Blessing of Thoth +1d10
Combat 18: 1d10 + 2 + 2 + 1d10 + 1d10 ⇒ (10) + 2 + 2 + (4) + (2) = 20 - Banished.

Bury Blessing of Asmodeus and hand (empty) to autosucceed close check of #7: Tarworks

End of Turn
Recovery
Reset
Draw up

Summary
Location = #7: Tarworks CLOSED
Acquired =
Banished = 1: Sandstorm Roc
Examined =

From Box =
Displayed =
Give =
Used = Discard Erasmus Blessing of Thoth

Other =

Drelm wrote:

Hand: Tablet of Languages Lost, ac Acute Senses, td Stained Glass Elemental, Find Traps, Shadowless Sword, Blessing of Maat,

Displayed: Gambeson, , , , , ,
Deck: 10 Discard: 6 Buried: 1
"Notes: Distant: Blessings. Available
Local:

"

Skills and Powers:
SKILLS

Strength d10 +2
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0

Favored Card: Weapon
Hand Size: 6
Proficient With: Light Armors Heavy Armors Weapons

POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check ([ ] or to explore your location), you may recharge it instead ([ ] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([ ] or Trap) trait on your exploration, you may explore your location.
[ ] At the start of your turn, you may discard the top card of ([ ] or any number of cards from) your deck to allow a character at your location to recharge a random card from her discard pile for each card discarded. ([ ] Characters gain this power while at your location.)

Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE


Turn Order
Raheli, Drelm, Erasmus, Yoon, Athnul,

Discard Blessing of Thoth for Drelm

Blessing = 2 / Blessing of the Ancients

Start of Turn
Recharge Item (Angelstep, Cloud Puff, Bloody Mandrake) +4 all checks
Reveal Tetisurah, draw(Goblinvine, Altitude Fern, Searing Flesh)

At: #2: Shifting Dunes
Give: No
Move: #1: Howling Sands

Display Call Spirit
Bury Altitude Fern to change Spirit Relatives: NISSA

Free Explore = 1: Jamirah, Villain 3: Combat 18

Spoiler:
Type: Monster
Traits:
Lamia
Rogue
To Defeat:
Combat 18
Jamirah is immune to the Mental trait.
Before you act, succeed at a Strength or Melee 8 check or Jamirah is evaded.
If the check to defeat did not exceed 21, each character at this location may draw a card.

Strength 1d6+1d6+3, Erasmus +4, Call Spirit +1d4
Strength 8: 1d6 + 1d6 + 3 + 4 + 1d4 ⇒ (5) + (2) + 3 + 4 + (1) = 15 - Success
Strength 1d6+1d6+3, Erasmus +4, Call Spirit +1d4, Recovery Searing Flesh +2d4
Combat 18: 1d6 + 1d6 + 3 + 4 + 1d4 + 2d4 ⇒ (1) + (2) + 3 + 4 + (4) + (4, 3) = 21 - DEFEATED
Searing Flesh discard(Mind Thrust)

Bury Goblinvine to switch Spirit Relatives to VELDIRA so Erasmus has Divine and Arcane and can recover Call Spirits and Searing Flesh

WE WIN!!!!


Development:
The lamia will prey on travelers here no more. With her defeat, the alchemists come to their senses. Alhaman sheepishly offers you potions to recover from the battle.

At this point, you can hardly turn them down.

“Thank you, friends,” he says. “I hope these tonics ease your wounds, and once we can harvest reagents from these mountains, we shall be able to produce even stronger medicines. Come, the thriae hive lies just over the next pass.

Scenario Rewards:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Sun Falcon Pectoral and 1 character may temporarily replace 1 item in his deck with the item Potion of Healing. At the end of each scenario, return the items to the game box.

For the rest of the Adventure Path, when you would banish the item Potion of Healing for its power, you may bury it instead.

Sun Falcon Pectoral:

MM Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to explore your location. If the top card of the blessings discard pile has the Basic or Fire trait, bury this card to add 2d6 to your combat check; add an additional 2d6 if the bane has the Undead trait.

Potion of Healing:

MM 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.


3-3E: UP IN FLAMES

Up in Flames presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read the text below before setting up, then choose to support either the alchemists or the thriae. (When replaying, you may earn the reward for each choice once, but must choose a different RPG character for each reward.)

The thriae live in a towering complex, with many of the structures accessible only by flight or by a strong climber. A host of guards flies out to intercept you, but upon seeing a scroll tube stamped with the sage Mnesoset’s cartouche, they put away their spears and motion for you to accompany them to the hive.

An elegant thriae seer awaits. “Countless queens have reigned since last we saw the mark of the Spinel Sage Mnesoset outside of our hive. When Osirion fell under foreign rule, she asked that we keep her possessions safe while she awoke a great army to the west to reclaim her homeland. We have honored that request and honor you, but you travel with thieves and scoundrels who have stolen our merope!” You look to Alhaman with shock, remembering merope is the magical honey thriae produce. Your guide flashes you a knowing grin as he throws an explosive toward the ground that engulfs the area in smoke.

“Help us overwhelm the guards, Pathfinders!” he shouts as his comrades begin clambering up the cliff to loot the hive. “We can recover your documents in the process!” As the smoke clears, you find yourself facing angry thriae who seem as likely to skewer you as they would the alchemists! What do you do: Assist the alchemists of the Hidden Flame or try to stop them to gain the favor of the thriae?

I'd like everybody to vote on which group they'd like to support. The scenarios are a bit different, and there is a different RPG reward for each choice, but the ACG aspect of the reward is the same for both.


Female Human Kineticist Deck Handler (wanted: Ally 4, Blessing 5, maybe other level 5)

Yoon wants to help the thriae get back their stolen honey.

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