[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

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

At the start of her turn, Raheli attempts to recharge her Misthorn, revealing her Mask of the Forgotten Pharaoh for +2 and using Create Mindscape for +1d4.

Recharge Mist Horn, Arcane 10: 1d8 + 3 + 2 + 1d4 ⇒ (3) + 3 + 2 + (2) = 10

Recharged!

Raheli moves to Forgery of Ra. She attempts a Strength 6 check due to scenario effect.

Strength 6: 1d6 ⇒ 1

Raheli discards her Binder's Tome. Then she explores to encounter Forgery of Ra Card 1: Void Glyph. For her check to defeat, she will display Enhance to add 6 to her Intelligence checks for the round. She will also reveal her Mask of the Forgotten Pharaoh to add 2, and then recharge it to add 1d4+2 to her check to defeat.

Knowledge 18: 1d8 + 3 + 2 + 6 + 2 + 1d4 + 2 ⇒ (2) + 3 + 2 + 6 + 2 + (1) + 2 = 18

Phew!

Not wanting to mess with triggers, Raheli will end her turn there. At the end of her turn, Enhance is banished to recovery. Raheli will recharge her Mythopoeic Sphinx to recharge her Blessing of Nethys. After resetting her hand, she will be searching for Stone Skin and adding it to her hand. But first, she will attempt to recovery Enhance.

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

Raheli wrote:

Hand: Zon-Kuthon's Pain, Sun Falcon Pectoral, Fire Barrage, Cleric of Nethys, Blessing of the All-Seeing Eye, Staff of Evocation, Byzantine Lexicon, Stone Skin,

Displayed: Snapping Turtle, Create Mindscape,
Deck: 10 Discard: 2 Buried: 0
Current Location: Scorched Obelisk
Hero Points: 1
NOTES:
Local Support: DAMAGE REDUCTION AVAILABLE: Misthorn prevents 3 damage at any location until the start of Raheli's turn. Stone Skin prevents 4 damage for a turn on anyone. Feel free to use my cards if needed.
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 ☐ 8
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 recharged (☑ 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.


Female Human Monk Deck Handler

Out of turn update: Athnul would not have been able to explore the second time so Blessing of Kofusachi remains in hand.
Updated hand:

Athnul wrote:

Hand: Amulet of Furious Fists, Ring of Regeneration, Blessing of Wadjet, Blessing of Abadar 1, Blessing of Kofusachi, Blessing of Ptah (acquired),

Displayed: Curse of the Mummy (scourge),
Deck: 16 Discard: 0 Buried: 1
Current Location: Volcanic Vents
Hero Points Available/Used: 3
NOTES:
Available Support: Blessings available (please ask before using last one).
Other: Dice Re-Roll Used for 6B?: 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
Divine: Wisdom +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
none
POWERS: Keen Strike Monk
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 Piercing trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check. ( [X ] You may also add another 1d8 and the Mental trait).
You may reveal a blessing to evade your encounter. ( [X] Then you may recharge that blessing to explore your location.)
[X] You gain the skill Divine: Wisdom +1
[X] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Silver Crusade

Deck handler link

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

Out of turn updates

Hour = 1 Drelm/MatsuKurisu: Blessing of the Elements

Start of Turn
At: #5: Scorched Obelisk
Give: No
Move: #4: Forgery of Ra
At This Location:All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
Scenario.On Move Strength 6: 1d10 + 3 ⇒ (5) + 3 = 8 - Success

Recovery Scrying (Monster)
Forgery of Ra Card 4: Brass Golem, Henchman 6, Monster (On top)
Forgery of Ra Card 2: Bonestorm, Monster 4
Forgery of Ra Card 3: Ammut, Monster 6

Free explore =
4: Brass Golem, Henchman 6: Combat 24

Spoiler:
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

BYA Fire burns R,D: 1d2 ⇒ 2 Drelm for: 1d4 ⇒ 3
Raheli displays Stone Skin on Drelm -4 to 0

Reveal Grayflame Mace +2 (Recharging Find Traps) 1d10+3+2+1d8+2+1d8+3+3
Combat 24: 1d10 + 3 + 2 + 1d8 + 2 + 1d8 + 3 + 3 ⇒ (8) + 3 + 2 + (5) + 2 + (4) + 3 + 3 = 30
defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
Drelm: 1d4 ⇒ 2 -4 to 0

Location #4: Forgery of Ra
When Closing: Fire damage: 1d6 ⇒ 1 -4 to 0. CLOSED

End of Turn

Recovery
Recharging Blessing of Abadar 2 +2d8
Scrying Divine 12: 1d8 + 3 + 3 + 2d8 ⇒ (8) + 3 + 3 + (8, 6) = 28 - recharged

Reset
Draw up Holy Feast, Blessing of the Midnight Lord, Blessing of Abadar

Summary
Location = #4: Forgery of Ra CLOSED
Acquired =
Banished = 4: Brass Golem
Examined = 2: Bonestorm, 3: Ammut,

Location =
Banished =

Added =

From Box =

Displayed =
Give =
Used = Raheli displays Stone Skin on Drelm
Brass Golem deals 1d4 Fire damage to Raheli.

Other =

Drelm wrote:

Hand: Grayflame Mace +2, Blessing of the Vaultmaster, Isiem, Holy Feast, Blessing of the Midnight Lord, Blessing of Abadar,

Displayed: , , , , , ,
Deck: 15 Discard: 1 Buried: 0
"Notes: Distant: Blessings available. Vaultmaster & Abadar are +2d vs all / +3d vs barrier
Local: Holy Feast Available"

Skills and Powers:
SKILLS

Strength d10 +3
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +3
- 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.
[X] 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 ([X] and add 1 additional die).
[X] After you defeat a barrier with the Obstacle ([X] 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

The Exchange

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

During Drelm's turn, Raheli displays Stone Skin on Drelm. Then she needs to take 1d4 Fire Damage.

Fire Damage for Raheli: 1d4 ⇒ 3

Raheli will recharge Zon-Kuthon's Pain to mark her Snapping Turtle and reduce the damage to 0.

At the end of Drelm's turn, Raheli will attempt to recharge Stone Skin.

Recharge Stone Skin, Arcane 9: 1d8 + 3 ⇒ (5) + 3 = 8

Will recharge my Cleric of Nethys to add 2 to the result after the roll and succeed.

Raheli wrote:

Hand: Sun Falcon Pectoral, Fire Barrage, Blessing of the All-Seeing Eye, Staff of Evocation, Byzantine Lexicon,

Displayed: Snapping Turtle, Create Mindscape,
Deck: 13 Discard: 2 Buried: 0
Current Location: Scorched Obelisk
Hero Points: 1
NOTES:
Local Support: DAMAGE REDUCTION AVAILABLE: Misthorn prevents 3 damage at any location until the start of Raheli's turn. Stone Skin prevents 4 damage for a turn on anyone. Feel free to use my cards if needed.
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 ☐ 8
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 recharged (☑ 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 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario:

Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 10, 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:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Spoiler:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Spoiler:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Barriers
    Spoiler:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer scourge Curse of Blindness.

    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.

    Spoiler:
    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.

    Spoiler:
    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    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.

    Weapons
    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Spoiler:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Glacial Hunga Munga
    MM
    Weapon 6
    Traits:
    Axe
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Spells
    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:
    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:
    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:
    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:
    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.

    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:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    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:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

    Allies
    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.

    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:
    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:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.

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

    Blessings
    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 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.

    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.

    Current Hour:

    Blessing of Ptah:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Yoon/20100:
    Spoiler:
    Hourglass Card 1 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.
    Hourglass Card 2 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 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.
    Hourglass Card 3 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 3 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.
    Hourglass Card 4 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 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.
    Hourglass Card 5 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 5 Erasmus/NathanDavis
    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.
    Hourglass Card 6 Yoon/20100:
    Spoiler:
    Hourglass Card 6 Yoon/20100
    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.
    Hourglass Card 7 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Athnul/WilderRedbeard
    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.
    Hourglass Card 8 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 8 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.
    Hourglass Card 9 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Drelm/MatsuKurisu
    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.
    Hourglass Card 10 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 10 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 11 Yoon/20100:
    Spoiler:
    Hourglass Card 11 Yoon/20100
    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.
    Hourglass Card 12 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 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.
    Hourglass Card 13 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 13 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 14 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 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.
    Hourglass Card 15 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 15 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 16 Yoon/20100:
    Spoiler:
    Hourglass Card 16 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.
    Hourglass Card 17 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Athnul/WilderRedbeard
    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.
    Hourglass Card 18 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 18 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 19 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 19 Drelm/MatsuKurisu
    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.
    Hourglass Card 20 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 20 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: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Burning Child

    Ruined Temple Card 1:
    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.
    Ruined Temple Card 2:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 3:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Ruined Temple Card 4:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 5:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 8:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    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.
    Ruined Temple Card 11:
    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.
    Ruined Temple Card 12:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 13:
    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.

    Location #2: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Brass Golem
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits.
    Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
    If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
    Hall of Winged Chaos Card 2:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Hall of Winged Chaos Card 3:
    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.
    Hall of Winged Chaos Card 4:
    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.
    Hall of Winged Chaos Card 5:
    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.
    Hall of Winged Chaos Card 6:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Hall of Winged Chaos Card 7:
    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.
    Hall of Winged Chaos Card 8:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Hall of Winged Chaos Card 9:
    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.
    Hall of Winged Chaos Card 10:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Hall of Winged Chaos Card 11:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Hall of Winged Chaos Card 12:
    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.

    Location #3: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of the Crocodile Kings Card 1:
    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.
    Hall of the Crocodile Kings Card 2:
    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.
    Hall of the Crocodile Kings Card 3:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.
    Hall of the Crocodile Kings Card 4:
    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.
    Hall of the Crocodile Kings Card 5:
    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.
    Hall of the Crocodile Kings Card 6:
    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.
    Hall of the Crocodile Kings Card 7:
    Mockery of Ra
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Fire
    To Defeat:
    Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
    Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
    If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of the Crocodile Kings Card 8:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    Hall of the Crocodile Kings Card 9:
    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.
    Hall of the Crocodile Kings Card 10:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Hall of the Crocodile Kings Card 11:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Hall of the Crocodile Kings Card 12:
    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 #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/Akaitora, Drelm/MatsuKurisu, None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Yoon/20100, Raheli's Create Mindscape (Displayed), Nailah, Dance of the Dead, Grave Goods, Hollow Serpent

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Scorched Obelisk Card 3:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 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.
    Scorched Obelisk Card 4:
    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.

    Scorched Obelisk Card 5:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Scorched Obelisk Card 6:
    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Scorched Obelisk Card 7:
    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.
    Scorched Obelisk Card 8:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Scorched Obelisk Card 9:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Athnul/WilderRedbeard,
    Insanity Mist (Displayed):

    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    ...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.

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/NathanDavis, None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 3 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 4 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.


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

    Hour of Ptah
    Start of turn Recharge Blessing of Milani, Blessing of Cayden Cailean, and Blessing of Chaldira Zuzaristan to add 3 to all checks
    Start of turn, set hand size to 10

    Move to Scorched Obelisk and free explore and encounter Pard
    Wisdom 7: 1d6 + 2 + 3 ⇒ (3) + 2 + 3 = 8

    Discard Pard to Examine the top card of Ruined Temple: Ruined Temple Card 1: Meehr Zet

    As Erasmus gets used to his size a curious creature joins him in his travels. Erasmus rests a beat and gets ready to sprint up the tower.

    Erasmus wrote:

    Hand: Seaborne Trident +1, Reed Snake Armor, Tetisurah, Freed Soul, Huntsman's Greatsword +2, Balmberry Bush, Witchhunter's Sword, Wintervine, Angelstep, Cloud Puff, Bloody Mandrake,

    Displayed: Spirit Relatives: NISSA, Aspect of the Tiger, Aspect of the Bull, Elder Sign, Shapechange,
    Deck: 5 Discard: 4 Buried: 0
    "Notes: Cloud Puff: Ignore BYA/AYA at location
    Bloody Mandrake: +1d to local Arcane/Divine
    Balmberry Bush: local: Banish a Curse Scourge and heal 1 card
    Witchhunter's Sword: +1d8 Poison to local Combat. Ignore AYA
    Wintervine: +1d local Survival/Perception
    Angelstep: Heal 1d4 + 1 local"

    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
    NISSA
    Strength d6 + 1d6 + 7
    Melee:Strength d6 + 1d6 + 7
    Ranged:Strength d6 + 1d6 + 7
    Fortitude: Constitution d6 + 1d6 + 6
    Aspect of the Tiger
    Dexterity: Stealth d8 + 3
    Dexterity: Acrobatics d8 + 3

    Hero Points: 8!
    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.


    Examined Ruined Temple 1
    Acquired Scorched Obelisk 1


    During This Adventure: The scourge die is 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 11, Yoon/20100

    Random Cards:

    Monsters
    Spoiler:
    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.

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

    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:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Barriers
    Spoiler:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Spoiler:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Spoiler:
    Tabe's Last Jest
    MM
    Barrier 6
    Traits:
    Curse
    Lock
    Acid
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 15
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Weapons
    Spoiler:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    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:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.

    Spells
    Spoiler:
    Boneshatter
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12. Ignore any monster powers that happen 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 15 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.

    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:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 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:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor 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.

    Spoiler:
    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.

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    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.

    Items
    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.

    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:
    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 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.

    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.

    Allies
    Spoiler:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

    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 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 Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their 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 the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    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.

    Current Hour:

    Blessing of the Elements:
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass 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.
    Hourglass Card 2 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 2 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.
    Hourglass Card 3 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 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.
    Hourglass Card 4 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 4 Erasmus/NathanDavis
    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.
    Hourglass Card 5 Yoon/20100:
    Spoiler:
    Hourglass Card 5 Yoon/20100
    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.
    Hourglass Card 6 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 Athnul/WilderRedbeard
    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.
    Hourglass Card 7 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 7 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.
    Hourglass Card 8 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 8 Drelm/MatsuKurisu
    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.
    Hourglass Card 9 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 9 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 10 Yoon/20100:
    Spoiler:
    Hourglass Card 10 Yoon/20100
    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.
    Hourglass Card 11 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 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.
    Hourglass Card 12 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 12 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 13 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass 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.
    Hourglass Card 14 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 14 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 15 Yoon/20100:
    Spoiler:
    Hourglass 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.
    Hourglass Card 16 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 Athnul/WilderRedbeard
    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.
    Hourglass Card 17 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 17 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 18 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Drelm/MatsuKurisu
    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.
    Hourglass Card 19 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 19 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: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Burning Child

    Ruined Temple Card 1 (Meehr Zet):
    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.
    Ruined Temple Card 2:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 3:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Ruined Temple Card 4:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 5:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 8:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    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.
    Ruined Temple Card 11:
    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.
    Ruined Temple Card 12:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 13:
    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.

    Location #2: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Brass Golem
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits.
    Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
    If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
    Hall of Winged Chaos Card 2:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Hall of Winged Chaos Card 3:
    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.
    Hall of Winged Chaos Card 4:
    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.
    Hall of Winged Chaos Card 5:
    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.
    Hall of Winged Chaos Card 6:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Hall of Winged Chaos Card 7:
    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.
    Hall of Winged Chaos Card 8:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Hall of Winged Chaos Card 9:
    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.
    Hall of Winged Chaos Card 10:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Hall of Winged Chaos Card 11:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Hall of Winged Chaos Card 12:
    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.

    Location #3: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of the Crocodile Kings Card 1:
    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.
    Hall of the Crocodile Kings Card 2:
    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.
    Hall of the Crocodile Kings Card 3:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.
    Hall of the Crocodile Kings Card 4:
    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.
    Hall of the Crocodile Kings Card 5:
    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.
    Hall of the Crocodile Kings Card 6:
    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.
    Hall of the Crocodile Kings Card 7:
    Mockery of Ra
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Fire
    To Defeat:
    Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
    Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
    If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of the Crocodile Kings Card 8:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    Hall of the Crocodile Kings Card 9:
    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.
    Hall of the Crocodile Kings Card 10:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Hall of the Crocodile Kings Card 11:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Hall of the Crocodile Kings Card 12:
    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 #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/Akaitora, Drelm/MatsuKurisu, None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/NathanDavis, Yoon/20100, Raheli's Create Mindscape (Displayed), Nailah, Dance of the Dead, Grave Goods, Hollow Serpent

    Scorched Obelisk Card 1:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Scorched Obelisk Card 2:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 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.
    Scorched Obelisk 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.

    Scorched Obelisk Card 4:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Scorched Obelisk Card 5:
    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Scorched Obelisk Card 6:
    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.
    Scorched Obelisk Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Scorched Obelisk Card 8:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Athnul/WilderRedbeard,
    Insanity Mist (Displayed):

    MM Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    ...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.

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1:
    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.
    Cards Not In the Box Card 2 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 3 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 4 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.


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

    Yoon has good chances at closing the location, but any fight means taking d4 electricy and a curse as I don’t see Yoon not beating a monster by less than 4.

    Explore and encounter Scorched Obelisk Card 1: Hollow Serpent.
    Before acting: 1d6 ⇒ 5 Remove Curse
    Not good I was going to need that… so let’s try to not beat that monster too much. The while acting prevents that a bit anyway.
    Use power and reveal Kinetic Blast to use Fortitude+2d8
    Combat 16: 1d10 + 6 + 2d8 ⇒ (6) + 6 + (6, 6) = 24
    Location electricity damage: 1d4 ⇒ 3 discard Blessing of Nethys, Blessing of the Seventh Veil, Kinetic Blast
    And as a bonus, Curse of the Mummy

    Yoon see a mummy coming for her so she invokes a blast of fire. She unfortunately does not manage to make it small enough to avoid triggering the Scorched Obelisk magic and she takes a blast of lighting.

    Reveal Blessing of Qi Zhong to shuffle a random card:
    1d4 ⇒ 3 Blessing of the Seventh Veil
    Then discard Blessing of Qi Zhong, but has the hour has wisdom in its checks to acquire, recharge it instead
    Then explore, encountering Scorched Obelisk Card 2: Thousand Stings Whip
    Not using a blessing for a weapon 4, so boon banished.

    Still stunned, she fails to see te magical weapon in a corner of the room.

    End turn:
    - reset hand, draw 5, pick 4 from discard, bury kinetic blast and heal the rest.

    Yoon, Elemental Annihilator at 5: Scorched Obelisk wrote:

    Hand (Size 6): Blessing of Norgorber (Blessing), Cleric of Nethys (Ally), Blessing of Isis (Blessing), Blessing of Angradd (Blessing), Twisted Space (Spell), Fan of Flames (Spell)

    Displayed: Curse of the Mummy
    Deck: 16 Discard: 0 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.
    Accessory perks unused
    Skills and Powers:
    Skills
    Strength d4
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Constitution d10 ☑ ☑ ☑ ☑ +4
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1
    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 ☑ 1d12 ☑ 2d8 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
    Start of turn: Insanity Mist check.
    Perception 10: 1d10 + 6 ⇒ (9) + 6 = 15 displayed barrier banished
    Move to Scorched Obelisk
    Strength 6: 1d6 + 1 ⇒ (5) + 1 = 6 pass!

    Athnul has taken her bruises being knocked down the tower but races back up to reach the top. She narrowly avoids a swirling mist and warns the others of its dark energy.

    Explore card #3 (top card):

    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.
    Use Fortitude in place of listed skill. Recharge BoKofusachi (hour lists Constitution) to bless.
    Disable (Fortitude) 10: 2d10 + 3 ⇒ (3, 8) + 3 = 14 defeated by 4 or more
    Choose Armor and draw Horn Lamellar (Armor 6) from box.
    Electricity damage: 1d4 ⇒ 1Recharge Horn Lamellar to reduce to 0.

    As Athnul clears the mist, she feels the crackle of electrical energy rising in the Tower. She grabs a shambling, armor clad mummy and hurls it on top of the arching charge. The bone material insulates against the energy.

    Discard BoWadjet to examine and optionally explore:

    Falcon Crown:
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Wadjet adds a die, Create Mindscape adds a d4.
    Divine 10: 2d10 + 5 + 1d4 ⇒ (8, 1) + 5 + (4) = 18 acquired

    It seems Athnul is experiencing deja-vu. She dons the falcon crown and continues her ascent.

    Discard BoAbadar to explore:

    Hanshepsu:
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Request Cloud Puff from Erasmus to ignore BYA power. Recharge [b]Blessing of Ptah to add Wisdom skill + boon's AD# (6) and the Piercing trait, Create Mindscape adds 1d4
    Combat 20: 1d6 + 3 + 1d10 + 4 + 6 + 1d4 ⇒ (3) + 3 + (10) + 4 + 6 + (4) = 30 defeated by more than 4
    Electricity damage: 1d4 ⇒ 2 Recharge Falcon Crown to reduce to 0.

    As soon as she dons the helm, her hair begins to stand on end. Athnul quickly removes it from her head before the conductive metal attracts a arching electrical strike.

    End turn. Reveal Ring of Regen to recharge random discarded card: Blessing of Wadjet. Reset hand.

    Athnul wrote:

    Hand: Amulet of Furious Fists, Ring of Regeneration, Forensic Physician, Evangelist, Blessing of the Pallid Princess, Blessing of the Savored Sting,

    Displayed: Curse of the Mummy (scourge),
    Deck: 16 Discard: 1 Buried: 1
    Current Location: Scorched Obelisk
    Hero Points Available/Used: 3
    NOTES:
    Available Support: Blessings available (please ask before using last one). Evangelist can be recharged to add 1d4 to a local check.
    Other: Dice Re-Roll Used for 6B?: 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
    Divine: Wisdom +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    none
    POWERS: Keen Strike Monk
    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 Piercing trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check. ( [X ] You may also add another 1d8 and the Mental trait).
    You may reveal a blessing to evade your encounter. ( [X] Then you may recharge that blessing to explore your location.)
    [X] You gain the skill Divine: Wisdom +1
    [X] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


    Female Human Monk Deck Handler

    As per Hangouts discussion, Yoon would not have been able to encounter Thousand Stings Whip so Athnul will encounter it with her first explore and banish it.
    Athnul will use her Blessing of Ptah to encounter Hanshepsu with Amulet of Furious Fists, Ring of Regeneration and Falcon Crown in hand.
    Recharge Ring of Regeneration to add Wisdom skill + boon's AD# (5) and the Piercing trait, reveal Amulet of Furious Fists to add 2d6 and the Force and Magic traits
    Combat 20: 1d6 + 3 + 1d10 + 4 + 5 + 2d6 ⇒ (4) + 3 + (5) + 4 + 5 + (4, 2) = 27 defeated by more than 4
    Electricity damage remains as above. Blessing of Wadjet remains in discard since Ring of Regen was recharged. Updated hand:

    Athnul wrote:

    Hand: Amulet of Furious Fists, Mastiff, Forensic Physician, Evangelist, Blessing of the Pallid Princess, Blessing of the Savored Sting,

    Displayed: Curse of the Mummy (scourge),
    Deck: 14 Discard: 3 Buried: 1
    Current Location: Scorched Obelisk
    Hero Points Available/Used: 3
    NOTES:
    Available Support: Blessings available (please ask before using last one). Evangelist can be recharged to add 1d4 to a local check.
    Other: Dice Re-Roll Used for 6B?: 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
    Divine: Wisdom +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    none
    POWERS: Keen Strike Monk
    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 Piercing trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check. ( [X ] You may also add another 1d8 and the Mental trait).
    You may reveal a blessing to evade your encounter. ( [X] Then you may recharge that blessing to explore your location.)
    [X] You gain the skill Divine: Wisdom +1
    [X] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


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

    Off-Turn Stuff

    Electricity Damage from Yoon's Serpent: 1d4 ⇒ 1
    Reveal Reed Snake Armor to Reduce by 3. No Damage. No Curse

    On Athnul's Turn Recovery Cloud Puff. Recharge Huntsman's Greatsword +2
    Survival 5: 1d4 + 2d6 ⇒ (3) + (2, 1) = 6 Recharged

    Erasmus wrote:

    Hand: Seaborne Trident +1, Reed Snake Armor, Tetisurah, Freed Soul, Balmberry Bush, Witchhunter's Sword, Wintervine, Angelstep, Bloody Mandrake,

    Displayed: Spirit Relatives: NISSA, Aspect of the Tiger, Aspect of the Bull, Elder Sign, Shapechange,
    Deck: 7 Discard: 4 Buried: 0
    "Notes: Bloody Mandrake: +1d to local Arcane/Divine
    Balmberry Bush: local: Banish a Curse Scourge and heal 1 card
    Witchhunter's Sword: +1d8 Poison to local Combat. Ignore AYA
    Wintervine: +1d local Survival/Perception
    Angelstep: Heal 1d4 + 1 local"

    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
    NISSA
    Strength d6 + 1d6 + 7
    Melee:Strength d6 + 1d6 + 7
    Ranged:Strength d6 + 1d6 + 7
    Fortitude: Constitution d6 + 1d6 + 6
    Aspect of the Tiger
    Dexterity: Stealth d8 + 3
    Dexterity: Acrobatics d8 + 3

    Hero Points: 8!
    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 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 13, Raheli/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    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:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    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:
    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.

    Barriers
    Spoiler:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Spoiler:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

    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:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer scourge Curse of Blindness.

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

    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:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    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:
    Staff of the Hooded Cobra
    MM
    Weapon 6
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to reduce all combat or Poison damage dealt to you to 0.

    Spells
    Spoiler:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. 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 13 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:
    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.

    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:
    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.

    Armors
    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:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    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:
    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.

    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:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

    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.

    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:
    Sunrod
    MM
    Item 4
    Traits:
    Staff
    Attack
    Alchemical
    To Acquire:
    Strength
    Melee 10
    OR Intelligence
    Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Allies
    Spoiler:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.

    Spoiler:
    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


    Spoiler:
    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.

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

    Blessings
    Spoiler:
    Blessing of 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 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 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 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.

    Current Hour:

    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.

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 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.
    Hourglass Card 2 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 2 Erasmus/NathanDavis
    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.
    Hourglass Card 3 Yoon/20100:
    Spoiler:
    Hourglass Card 3 Yoon/20100
    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.
    Hourglass Card 4 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Athnul/WilderRedbeard
    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.
    Hourglass Card 5 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 5 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.
    Hourglass Card 6 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 6 Drelm/MatsuKurisu
    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.
    Hourglass Card 7 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 7 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 8 Yoon/20100:
    Spoiler:
    Hourglass Card 8 Yoon/20100
    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.
    Hourglass Card 9 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass 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.
    Hourglass Card 10 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 10 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 11 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass 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.
    Hourglass Card 12 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 12 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 13 Yoon/20100:
    Spoiler:
    Hourglass Card 13 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.
    Hourglass Card 14 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 14 Athnul/WilderRedbeard
    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.
    Hourglass Card 15 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 15 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 16 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 16 Drelm/MatsuKurisu
    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.
    Hourglass Card 17 Erasmus/NathanDavis:
    Spoiler:
    Hourglass 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.

    Location #1: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Burning Child

    Ruined Temple Card 1 (Meehr Zet):
    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.
    Ruined Temple Card 2:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 3:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Ruined Temple Card 4:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 5:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 8:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    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.
    Ruined Temple Card 11:
    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.
    Ruined Temple Card 12:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 13:
    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.

    Location #2: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Brass Golem
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits.
    Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
    If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
    Hall of Winged Chaos Card 2:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Hall of Winged Chaos Card 3:
    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.
    Hall of Winged Chaos Card 4:
    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.
    Hall of Winged Chaos Card 5:
    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.
    Hall of Winged Chaos Card 6:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Hall of Winged Chaos Card 7:
    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.
    Hall of Winged Chaos Card 8:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Hall of Winged Chaos Card 9:
    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.
    Hall of Winged Chaos Card 10:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Hall of Winged Chaos Card 11:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Hall of Winged Chaos Card 12:
    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.

    Location #3: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of the Crocodile Kings Card 1:
    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.
    Hall of the Crocodile Kings Card 2:
    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.
    Hall of the Crocodile Kings Card 3:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.
    Hall of the Crocodile Kings Card 4:
    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.
    Hall of the Crocodile Kings Card 5:
    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.
    Hall of the Crocodile Kings Card 6:
    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.
    Hall of the Crocodile Kings Card 7:
    Mockery of Ra
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Fire
    To Defeat:
    Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
    Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
    If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of the Crocodile Kings Card 8:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    Hall of the Crocodile Kings Card 9:
    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.
    Hall of the Crocodile Kings Card 10:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Hall of the Crocodile Kings Card 11:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Hall of the Crocodile Kings Card 12:
    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 #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/Akaitora, Drelm/MatsuKurisu, None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/NathanDavis, Athnul/WilderRedbeard, Raheli's Create Mindscape (Displayed), Nailah, Dance of the Dead

    Scorched Obelisk Card 1:
    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.
    Scorched Obelisk Card 2:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Scorched Obelisk Card 3:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/20100,

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 2 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 3 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

  • The Exchange

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

    Starting Raheli's turn. The hour is Blessing of Maat.

    During her movement phase, Raheli will move down to the Scorched Obelisk.

    Raheli will explore to encounter Scorched Obelisk Card 1: Dance of the Dead.

    CtD Dexterity 10: 1d10 + 4 ⇒ (7) + 4 = 11

    Success! Dance of the Dead will be banished (two of them would actually hinder us in the long run.

    Raheli will then recharge her Sun Falcon Pectoral to explore again and encounter Scorched Obelisk Card 2: Caravan Raider. For her check to defeat, Raheli will recharge Fire Barrage to use her Dexterity +2d8 and add the Bludgeoning trait.

    CtD Combat, Dexterity 15: 1d10 + 4 + 2d8 ⇒ (3) + 4 + (6, 7) = 20

    Raheli will recharge her Blessing of the All-Seeing Eye to reduce the result by 2. With a result of 17, Scorched Obelisk is not triggered. Success! Raheli draws a card: Eagle Aerie. Excellent!

    Raheli will display Eagle Aerie. Any local character can now move at the end of a turn by recharging a card.

    Raheli ends her turn and resets her hand.

    Raheli wrote:

    Hand: Mythopoeic Sphinx, Khai-Utef, Mist Horn, Staff of Greater Healing, Mask of the Forgotten Pharaoh, Staff of Evocation, Djinn,

    Displayed: Snapping Turtle, Create Mindscape, Eagle Aerie,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Scorched Obelisk
    Hero Points: 1
    NOTES:
    Local Support: DAMAGE REDUCTION AVAILABLE: Misthorn prevents 3 damage at any location until the start of Raheli's turn. Stone Skin prevents 4 damage for a turn on anyone. EAGLE AERIE can be used by any local character at the end of any turn, recharging a card to move. Feel free to use my cards if needed.
    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 ☐ 8
    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 recharged (☑ 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.

    After the start of Drelm's turn, Raheli will recharge her Djinn to draw a card: Blessing of Nethys. Then shuffle her deck.

    Raheli wrote:

    Hand: Mythopoeic Sphinx, Khai-Utef, Mist Horn, Staff of Greater Healing, Mask of the Forgotten Pharaoh, Staff of Evocation, Blessing of Nethys,

    Displayed: Snapping Turtle, Create Mindscape, Eagle Aerie,
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Scorched Obelisk
    Hero Points: 1
    NOTES:
    Local Support: DAMAGE REDUCTION AVAILABLE: Misthorn prevents 3 damage at any location until the start of Raheli's turn. Stone Skin prevents 4 damage for a turn on anyone. EAGLE AERIE can be used by any local character at the end of any turn, recharging a card to move. Feel free to use my cards if needed.
    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 ☐ 8
    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 recharged (☑ 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.


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

    Fixing her turn: Yoon goes down after taking damage.
    She is unable to do an extra explore with Blessing of Qi Zhong.
    End of turn: reset hand, draw 4, pick 4 from discard, bury kinetic blast and heal the rest.

    Yoon, Elemental Annihilator at Location #6: Volcanic Vents wrote:

    Hand (Size 6): Blessing of Qi Zhong (Blessing), Blessing of Norgorber (Blessing), Twisted Space (Spell), Blessing of Angradd (Blessing), Fan of Flames (Spell), Gom-Gom (Item)

    Displayed: Curse of the Mummy
    Deck: 16 Discard: 0 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.
    Accessory perks unused
    Skills and Powers:
    Skills
    Strength d4
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Constitution d10 ☑ ☑ ☑ ☑ +4
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1
    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 ☑ 1d12 ☑ 2d8 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

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

    Out of turn updates

    Hour = 1 Drelm/MatsuKurisu: Blessing of Horus

    Start of Turn
    At: #4: Forgery of Ra
    Give: No
    Move: #3: Hall of the Crocodile Kings
    At This Location:Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    Scenario.On Move Strength 6: 1d10 + 3 ⇒ (4) + 3 = 7 - Success

    Free explore = 1: Fire Gecko, Ally C: Wisdom 4

    Spoiler:
    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.

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

    Discard Isiem, examine & rearrange 3, then explore
    2: Hungry Fog, Barrier 3
    3: Mummy Golem, Monster 4
    4: Ubashki Swarm, Monster 1, Trigger
    succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    Auto fail the stealth

    Trigger/Summoned Ubashki Swarm, Monster 1: Combat 8 THEN Combat 8

    Spoiler:
    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.

    Reveal Grayflame Mace +2 1d10+3+2+1d8+2, Reveal ac Fire Gecko +1d4
    #1: Combat 8: 1d10 + 3 + 2 + 1d8 + 2 + 1d4 ⇒ (10) + 3 + 2 + (7) + 2 + (1) = 25 - success >= +2

    Reveal Grayflame Mace +2 1d10+3+2+1d8+2, Reveal ac Fire Gecko +1d4
    #2: Combat 8: 1d10 + 3 + 2 + 1d8 + 2 + 1d4 ⇒ (7) + 3 + 2 + (3) + 2 + (3) = 20 - success >= +2
    Banished. No other effect

    Continuing Isiem explore = 2: Hungry Fog, Acid, Barrier 3: Wisdom 10

    Spoiler:
    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.

    Wisdom 1d8+3, Drelm vs Obstacle +1d8+3+3, invoked Acid +1d8
    Wisdom 10: 1d8 + 3 + 1d8 + 3 + 3 + 1d8 ⇒ (3) + 3 + (8) + 3 + 3 + (5) = 25 - Banished

    Defeated Barrier, explore = 3: Mummy Golem, Monster 4: Combat 18

    Spoiler:
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Reveal Grayflame Mace +2 1d10+3+2+1d8+2 (&recharge Holy Feast) +1d8+3+3, Reveal ac Fire Gecko +1d4, Fire +1d8
    Combat 18: 1d10 + 3 + 2 + 1d8 + 2 + 1d8 + 3 + 3 + 1d4 + 1d8 ⇒ (1) + 3 + 2 + (4) + 2 + (6) + 3 + 3 + (3) + (5) = 32 - Banished

    Discard ac Fire Gecko, explore +1d4 Fire on combat = 4: Ubashki Swarm, Monster 1: Combat 8 THEN Combat 8

    Spoiler:
    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.

    Reveal Grayflame Mace +2 1d10+3+2+1d8+2, Reveal ac Fire Gecko +1d4
    #1: Combat 8: 1d10 + 3 + 2 + 1d8 + 2 + 1d4 ⇒ (5) + 3 + 2 + (8) + 2 + (1) = 21 - success >= +2

    Reveal Grayflame Mace +2 1d10+3+2+1d8+2, Reveal ac Fire Gecko +1d4
    #2: Combat 8: 1d10 + 3 + 2 + 1d8 + 2 + 1d4 ⇒ (10) + 3 + 2 + (7) + 2 + (3) = 27 - success >= +2 - Banished

    Discard Blessing of the Midnight Lord explore = 5: Potion of Energy Resistance, Item B: Intelligence 4

    Spoiler:
    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.

    Intelligence 4: 1d6 ⇒ 2- Banished

    End of Turn

    Recovery

    Reset
    Draw up Vampiric Backsword +3, td Stained Glass Elemental, Shadowless Sword

    Summary
    Location = #3: Hall of the Crocodile Kings
    Acquired = 1: Fire Gecko
    Banished = 2: Hungry Fog, 3: Mummy Golem, 4: Ubashki Swarm, 5: Potion of Energy Resistance
    Examined =

    Location =
    Banished =

    Added =

    From Box =

    Displayed =
    Give =
    Used =
    Other =

    Drelm wrote:

    Hand: Grayflame Mace +2, Blessing of the Vaultmaster, Blessing of Abadar, Vampiric Backsword +3, td Stained Glass Elemental, Shadowless Sword,

    Displayed: , , , , , ,
    Deck: 13 Discard: 4 Buried: 0
    "Notes: Distant: Blessings available. Vaultmaster & Abadar are +2d vs all / +3d vs barrier
    Local: "

    Skills and Powers:
    SKILLS

    Strength d10 +3
    - Melee: Strength +2
    Dexterity d6 +0
    Constitution d6 +0
    Intelligence d6 +0
    Wisdom d8 +3
    - 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.
    [X] 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 ([X] and add 1 additional die).
    [X] After you defeat a barrier with the Obstacle ([X] 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 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 15, Erasmus/NathanDavis

    Random Cards:

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

    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Spoiler:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Spoiler:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    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:
    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.

    Spoiler:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Spoiler:
    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.

    Spoiler:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    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.

    Weapons
    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.

    Spoiler:
    Sling Staff +2
    MM
    Weapon 6
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spells
    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw 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 14 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.

    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:
    Foresight
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    Display this card. While displayed, you may ignore any powers that trigger when you examine cards.
    At the end of the turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Ride the Lightning
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 15
    Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Armors
    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:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Spoiler:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

    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:
    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.

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

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    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:
    Fortune-Teller
    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    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.

    Blessings
    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 Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their 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 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 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.

    Current Hour:

    Blessing of Isis:
    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.

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Yoon/20100:
    Spoiler:
    Hourglass Card 1 Yoon/20100
    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.
    Hourglass Card 2 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 Athnul/WilderRedbeard
    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.
    Hourglass Card 3 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 3 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.
    Hourglass Card 4 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 Drelm/MatsuKurisu
    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.
    Hourglass Card 5 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 5 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 6 Yoon/20100:
    Spoiler:
    Hourglass Card 6 Yoon/20100
    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.
    Hourglass Card 7 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 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.
    Hourglass Card 8 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 8 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 9 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass 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.
    Hourglass Card 10 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 10 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 11 Yoon/20100:
    Spoiler:
    Hourglass Card 11 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.
    Hourglass Card 12 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Athnul/WilderRedbeard
    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.
    Hourglass Card 13 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 13 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 14 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 14 Drelm/MatsuKurisu
    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.
    Hourglass Card 15 Erasmus/NathanDavis:
    Spoiler:
    Hourglass 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.

    Location #1: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Burning Child

    Ruined Temple Card 1 (Meehr Zet):
    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.
    Ruined Temple Card 2:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 3:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Ruined Temple Card 4:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 5:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 8:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    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.
    Ruined Temple Card 11:
    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.
    Ruined Temple Card 12:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 13:
    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.

    Location #2: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Brass Golem
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits.
    Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
    If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
    Hall of Winged Chaos Card 2:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Hall of Winged Chaos Card 3:
    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.
    Hall of Winged Chaos Card 4:
    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.
    Hall of Winged Chaos Card 5:
    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.
    Hall of Winged Chaos Card 6:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Hall of Winged Chaos Card 7:
    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.
    Hall of Winged Chaos Card 8:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Hall of Winged Chaos Card 9:
    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.
    Hall of Winged Chaos Card 10:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Hall of Winged Chaos Card 11:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Hall of Winged Chaos Card 12:
    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.

    Location #3: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Drelm/MatsuKurisu, None
    Hall of the Crocodile Kings Card 1:
    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.
    Hall of the Crocodile Kings Card 2:
    Mockery of Ra
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Fire
    To Defeat:
    Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
    Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
    If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of the Crocodile Kings Card 3:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    Hall of the Crocodile Kings Card 4:
    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.
    Hall of the Crocodile Kings Card 5:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Hall of the Crocodile Kings Card 6:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Hall of the Crocodile Kings Card 7:
    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 #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/NathanDavis, Athnul/WilderRedbeard, Raheli/Akaitora, Raheli's Create Mindscape (Displayed), Nailah

    Scorched Obelisk Card 1:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/20100,

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 2 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 3 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.


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

    On Drelm's turn, Display Freed Soul

    Hour of Isis
    Start of turn, reveal Tetisurah. Shuffle in Reed Snake Armor. Reset, note that all Plant cards are revealed and kept in hand and my handsize is still 10 from Shapechange.

    Erasmus wrote:

    Hand: Seaborne Trident +1, Tetisurah, Huntsman's Greatsword +2, Blessing of Milani, Reed Snake Armor, Blessing of Chaldira Zuzaristan, Blessing of Cayden Cailean, Wintervine, Cauterize, Cloud Puff, Stone Weasel, Angelstep, Bloody Mandrake, Balmberry Bush, Witchhunter's Sword,

    Displayed: Spirit Relatives: NISSA, Aspect of the Tiger, Aspect of the Bull, Elder Sign, Shapechange, Freed Soul,
    Deck: 1 Discard: 4 Buried: 0
    Notes:

    Start of turn, recharge Cloud Puff, Angelstep, Bloody Mandrake, Balmberry Bush, Wintervine, and Witchhunter's Sword to add 7 to all checks

    Start of turn, Shapechange: Strength, Dexterity, and Constitution skills are 1d12+2.Handsize back to 8

    Banish Cauterize to Recovery. Discard Seaborne Trident +1
    Shuffle in chosen cards: 1d4 + 1 ⇒ (1) + 1 = 2
    Shuffle in Blessing of the Everbloom and Sign of the Bridge

    Move to Hall of the Crocodile Kings
    Strength 6: 1d12 + 2 + 1d6 + 7 + 7 ⇒ (8) + 2 + (3) + 7 + 7 = 27

    Free Explore and encounter Canteen
    Intelligence 6: 1d8 + 1 + 7 ⇒ (2) + 1 + 7 = 10Acquired

    Discard Stone Weasel to Explore and encounter Mockery of Ra
    Discard Blessing of Milani
    BYA Dexterity 12: 1d12 + 2 + 2d12 + 7 ⇒ (1) + 2 + (12, 2) + 7 = 24
    Reveal Huntsman's Greatsword
    Combat 22: 1d12 + 2 + 1d6 + 7 + 2d6 + 2 + 7 ⇒ (5) + 2 + (1) + 7 + (6, 4) + 2 + 7 = 34

    Closing, Summon Acid Pool. Recharge Huntsman's Greatsword + 2
    Survival 9+6: 1d4 + 2d6 + 7 ⇒ (2) + (6, 6) + 7 = 21 Closed!

    On closing draw from the box: Fate Blade

    End of turn, Freed Soul: recharge Blessing of Milani

    Recovery Cauterize Arcane 11: 1d8 + 3 ⇒ (5) + 3 = 8
    Bury Canteen
    Arcane 11: 8 + 1d4 ⇒ 8 + (1) = 9 Discarded

    Erasmus becomes lean and muscular, wolfish. Nissa howls from within and together they scramble up the outside of the tower, grabbing a drink along the way (shapechanging is thirsty work). On the next level, the Mockery of Ra falls into the Acid Pool after a few deft slices of Erasmus' Greatsword. Next!

    Erasmus wrote:

    Hand: Bloody Mandrake, Tetisurah, Fate Blade, Angelstep, Reed Snake Armor, Blessing of Chaldira Zuzaristan, Blessing of Cayden Cailean, Witchhunter's Sword,

    Displayed: Spirit Relatives: NISSA, Aspect of the Tiger, Aspect of the Bull, Elder Sign, Shapechange, Freed Soul,
    Deck: 8 Discard: 5 Buried: 1
    "Notes: Blessings Available
    Bloody Mandrake: +1d to local Arcane/Divine
    Witchhunter's Sword: +1d8 Poison to local Combat. Ignore AYA
    Angelstep: Heal 1d4 + 1 local"

    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
    NISSA
    Strength d6 + 1d6 + 7
    Melee:Strength d6 + 1d6 + 7
    Ranged:Strength d6 + 1d6 + 7
    Fortitude: Constitution d6 + 1d6 + 6
    Aspect of the Tiger
    Dexterity: Stealth d12 + 5
    Dexterity: Acrobatics d12 + 5
    Shapechange
    Strength d12 + 2 + 1d6 + 7
    Melee:Strength d12 + 2 + 1d6 + 7
    Ranged:Strength d12 + 2 + 1d6 + 7
    Dexterity: d12 + 2
    Constitution: d12 + 2
    Fortitude: Constitution d12 + 2 + 1d6 + 6

    Hero Points: 8!
    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.


    Hall of the Crocodile Kings: 1 Acquired.
    Hall of the Crocodile Kings Closed
    Drew Fate Blade from Random


    During This Adventure: The scourge die is 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

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

    Spoiler:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    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:
    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.

    Barriers
    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:
    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:
    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:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Spoiler:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Weapons
    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Spoiler:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    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:
    Sling Staff +2
    MM
    Weapon 6
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Spells
    Spoiler:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding 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.

    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:
    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:
    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.

    Armors
    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:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 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:
    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:
    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:
    Scarab of Ptah
    MM
    Item 6
    Traits:
    Trigger
    Object
    Magic
    Ptah
    To Acquire:
    Constitution
    Fortitude 12
    When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Spoiler:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    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.

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

    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:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    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 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 Ra
    MM
    Blessing C
    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 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.

    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.

    Current Hour:

    Blessing of Ra:
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Athnul/WilderRedbeard
    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.
    Hourglass Card 2 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 2 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.
    Hourglass Card 3 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Drelm/MatsuKurisu
    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.
    Hourglass Card 4 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 4 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 5 Yoon/20100:
    Spoiler:
    Hourglass Card 5 Yoon/20100
    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.
    Hourglass Card 6 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 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.
    Hourglass Card 7 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 7 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 8 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass 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.
    Hourglass Card 9 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 9 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 10 Yoon/20100:
    Spoiler:
    Hourglass 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.
    Hourglass Card 11 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 Athnul/WilderRedbeard
    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.
    Hourglass Card 12 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 12 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 13 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Drelm/MatsuKurisu
    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.
    Hourglass Card 14 Erasmus/NathanDavis:
    Spoiler:
    Hourglass 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.

    Location #1: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Burning Child

    Ruined Temple Card 1 (Meehr Zet):
    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.
    Ruined Temple Card 2:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 3:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Ruined Temple Card 4:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 5:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 8:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    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.
    Ruined Temple Card 11:
    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.
    Ruined Temple Card 12:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 13:
    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.

    Location #2: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Brass Golem
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits.
    Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
    If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
    Hall of Winged Chaos Card 2:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Hall of Winged Chaos Card 3:
    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.
    Hall of Winged Chaos Card 4:
    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.
    Hall of Winged Chaos Card 5:
    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.
    Hall of Winged Chaos Card 6:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Hall of Winged Chaos Card 7:
    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.
    Hall of Winged Chaos Card 8:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Hall of Winged Chaos Card 9:
    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.
    Hall of Winged Chaos Card 10:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Hall of Winged Chaos Card 11:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Hall of Winged Chaos Card 12:
    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.

    Location #3: Hall of the Crocodile Kings
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/NathanDavis, Drelm/MatsuKurisu, None

    Location #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Athnul/WilderRedbeard, Raheli/Akaitora, Raheli's Create Mindscape (Displayed), Nailah

    Scorched Obelisk Card 1:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/20100,

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 2 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 3 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.


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

    Yoon moves up and [dice=Strength 6]d4 discards a card: Twisted Space[/ooc]

    End turn:
    - use Raheli’s displayed Eagle Aerie to move up, recharging Blessing of Angradd, then [dice=Strength 6]d4
    discards a card: Blessing of Norgorber.
    - reset hand, draw 3 cards[/ooc]

    Yoon, Elemental Annihilator at Location #2: Hall of Winged Chaos wrote:

    Hand (Size 6): Blessing of Qi Zhong (Blessing), Fan of Flames (Spell), Gom-Gom (Item), Remove Curse (Spell), Wayfinder (Item), Cook (Ally)

    Displayed: Curse of the Mummy
    Deck: 14 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.
    Accessory perks unused
    Skills and Powers:
    Skills
    Strength d4
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Constitution d10 ☑ ☑ ☑ ☑ +4
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1
    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 ☑ 1d12 ☑ 2d8 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 Wadjet
    Move to Hall of Winged Chaos.
    Scenario power check, revealing Evangelist:
    Strength 6: 1d6 + 2 ⇒ (2) + 2 = 4 failed - discard Blessing of Gozreh

    Erasmus and Drelm clear a path up the tower as Athnul and Yoon take advantage and vault past them into another open hall.

    Display Mastiff to draw 2 cards: Blessing of Gorum and Steal Soul
    Explore:

    Brass Golem:
    MM
    Henchman 6
    Type: Monster
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits.
    Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
    If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
    Reveal Blessing of the Pallid Princess to evade, then recharge it to explore. Random top card: 1d12 ⇒ 7
    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.
    Reveal Evangelist. Auto-acquired with Wisdom skill 1d10+4+1.

    Discard Blessing of the Elements to explore (re-roll on 7): 1d12 ⇒ 8

    Mummy Lord:
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    BYA - summon and encounter a random Undead monster. Reveal Blessing to evade.
    Recharge Blessing of the Savored Sting to add Wisdom skill + boon's AD# (4) and the Piercing trait, reveal Amulet of Furious Fists to add 2d6 and the Force and Magic traits, discard Blessing of Gorum to double bless.
    Combat 23: 3d6 + 3 + 1d10 + 4 + 4 + 2d6 ⇒ (1, 6, 1) + 3 + (2) + 4 + 4 + (3, 5) = 29 defeated & banished
    Display Steal Soul.

    Reveal Forensic Physician to heal: 1d4 + 1 ⇒ (4) + 1 = 5 Blessings of the Elements, Gozreh, Wadjet, Ptah & Gorum. Discard Physician.
    End turn. Discard displayed Mastiff. Reset hand.

    Athnul wrote:

    Hand: Amulet of Furious Fists, Ascetic's Belt, Silver Balladeer, Evangelist, Blessing of the Pallid Princess, Blessing of Abadar 2,

    Displayed: Curse of the Mummy (scourge), Steal Soul,
    Deck: 14 Discard: 3 Buried: 1
    Current Location: Hall of Winged Chaos
    Hero Points Available/Used: 3
    NOTES:
    Available Support: Blessings available (please ask before using last one). Evangelist can be recharged to add 1d4 to a local check.
    Other: Dice Re-Roll Used for 6B?: N

    At the start of Raheli's turn, recharge Silver Balladeer to remove Curse of the Mummy.

    Athnul wrote:

    Hand: Amulet of Furious Fists, Ascetic's Belt, Evangelist, Blessing of the Pallid Princess, Blessing of Abadar 2,

    Displayed: Steal Soul,
    Deck: 15 Discard: 3 Buried: 1
    Current Location: Hall of Winged Chaos
    Hero Points Available/Used: 3
    NOTES:
    Available Support: Blessings available (please ask before using last one). Evangelist can be recharged to add 1d4 to a local check.
    Other: Dice Re-Roll Used for 6B?: 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
    Divine: Wisdom +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    none
    POWERS: Keen Strike Monk
    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 Piercing trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check. ( [X ] You may also add another 1d8 and the Mental trait).
    You may reveal a blessing to evade your encounter. ( [X] Then you may recharge that blessing to explore your location.)
    [X] You gain the skill Divine: Wisdom +1
    [X] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    Turn Summary:
    Hall of Winged Chaos location shuffled. Cards 7 & 8 banished.

    The Exchange

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

    Starting Raheli's turn. The hour is Blessing of Pharasma.

    At the start of her turn, Raheli reveals her Staff of Greater Healing to heal herself 1: Binder's Tome.

    I am just now realizing that I don't have a spell in hand and thus cannot use the Evocation Staff just yet :(. Instead, I'll move up to the Hall of Winged Chaos.

    Scenario Effect, Strength 6: 1d6 ⇒ 6

    Heh. Nice! Raheli will then explore to encounter a random Hall of Winged Chaos card.

    Random card to explore, re-rolling if 7 or 8: 1d12 ⇒ 1

    Raheli encounters the Brass Golem! Before she acts, a random character must take 1d4 Fire Damage

    BYA Fire Damage to random character, R-Y-A: 1d3 ⇒ 2
    Fire Damage on Yoon: 1d4 ⇒ 1

    Raheli displays her Misthorn at the Hall of Winged Chaos, reducing all damage at the location by 3 until the start of her turn. Yoon's fire damage is reduced to 0.

    For her check to defeat, Raheli will recharge her Mask of the Forgotten Pharaoh to use her Dexterity + 2d8 and add the Bludgeoning trait. She will also recharge her Staff of Greater Healing to add 1d4+6 to her check to defeat. Finally, she will discard her Blessing of Nethys to bless her check.

    CtD Combat, Dexterity 24: 2d10 + 4 + 2d8 + 1d4 + 6 ⇒ (10, 7) + 4 + (2, 7) + (1) + 6 = 37

    Success! Raheli draws a card: Byzantine Lexicon. Defeated! Brass Golem deals 1d4 Fire Damage to Raheli, Athnul and Yoon.

    Fire Damage for Raheli: 1d4 ⇒ 4
    Fire Damage for Yoon: 1d4 ⇒ 4
    Fire Damage for Athnul: 1d4 ⇒ 4

    Wow. Raheli, Athnul and Yoon all take 1 Fire Damage after Mist horn reductions. Raheli will recharge her Byzantine Lexicon to prevent it. However, damage was reduced by at least 2 so no one suffers a scourge.

    Hall of Winged Chaos is closed! Raheli draws and examines a Sandstorm villain:

    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

    I am not sure how this interacts with the scenario rules, so I'll pause here for clarification.


    Some monsters can't be evaded, and some have "when you encounter" effects which happen before evasion, so one should always check. Athnul's summoned undead monster was:

    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.
    She evaded it.

    Yoon and Athnul both take 1 fire electricity damage from the Brass Golem, cursing them, and moving them down to the Hall of the Crocodile Kings.

    For the sandstorm, I'll roll for the legal locations each character can move to. For Raheli, they can move up 1 to the Ruined Temple, or down to any of the other locations, so all 7 locations are legal. 4 of you are at Hall of the Crocodile Kings, so you can move up to the Ruined Temple or down to any of the ones below, so all but the Hall of Winged Chaos are legal, I'll roll a d6. If any of you are moved up, you'll have to make the Str check per scenario power.

    Raheli's move: 1d7 ⇒ 3: Hall of the Crocodile Kings. Top card: None.
    Drelm's move: 1d6 ⇒ 1: Ruined Temple. Top card: Meehr Zet. Location shuffled.
    Erasmus' move: 1d6 ⇒ 2: Hall of the Crocodile Kings. Top card: None.
    Yoon's move: 1d6 ⇒ 3: Forgery of Ra. Top card: None.
    Athnul's move: 1d6 ⇒ 1: Hall of the Crocodile Kings. Top card: Meehr Zet (again). Location shuffled (again).

    Per scenario power, since they moved upwards, Athnul and Drelm must each make a Str 6 check or discard a card.


    tl;dr from above:
    Athnul and Yoon both take 1 Elec damage and suffer the Curse of the Mummy but this is the remainder from the damage already being reduced, so no Curse.
    Everybody is moved to the locations posted in this update.
    Then Athnul and Drelm need to pass a Str 6 check or discard a card.

    During This Adventure: The scourge die is 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 19, Drelm/MatsuKurisu

    Random Cards:

    Monsters
    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.

    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.

    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Spoiler:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Spoiler:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

    Barriers
    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:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

    Spoiler:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Spoiler:
    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.

    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.

    Weapons
    Spoiler:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    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.

    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:
    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.

    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.

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

    Spoiler:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Armors
    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:
    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:
    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:
    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:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Items
    Spoiler:
    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.

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

    Allies
    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Spoiler:
    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.

    Spoiler:
    Fortune-Teller
    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    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:
    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.

    Blessings
    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 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 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.

    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.

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 1 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 2 Yoon/20100:
    Spoiler:
    Hourglass Card 2 Yoon/20100
    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.
    Hourglass Card 3 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 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.
    Hourglass Card 4 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 4 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 5 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass 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.
    Hourglass Card 6 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 6 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 7 Yoon/20100:
    Spoiler:
    Hourglass Card 7 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.
    Hourglass Card 8 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Athnul/WilderRedbeard
    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.
    Hourglass Card 9 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 9 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 10 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 10 Drelm/MatsuKurisu
    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.
    Hourglass Card 11 Erasmus/NathanDavis:
    Spoiler:
    Hourglass 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.

    Location #1: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Athnul/WilderRedbeard, Drelm/MatsuKurisu, Burning Child, Meehr Zet

    Ruined Temple Card 1:
    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.
    Ruined Temple Card 2:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Ruined Temple Card 3:
    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.
    Ruined Temple Card 4:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 5:
    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.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    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.
    Ruined Temple Card 8:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 9:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 10:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 11:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 12:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 13:
    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.

    Location #2: Hall of Winged Chaos
    Closed
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Hall of the Crocodile Kings
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/NathanDavis, Raheli/Akaitora, None

    Location #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/20100, None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli's Create Mindscape (Displayed), Nailah

    Scorched Obelisk Card 1:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 2 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 3 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

  • The Exchange

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

    Resuming Raheli's turn. Raheli is now at the Hall of the Crocodile Kings.

    Raheli will end her turn. At the end of her turn, she will recharge Khai-Utef to move to Scorched Obelisk using Eagle Aerie. Then she resets her hand.

    Raheli wrote:

    Hand: Fire Barrage, Djinn, Cleric of Nethys, Binder's Tome, Stone Skin, Staff of Evocation, Mythopoeic Sphinx,

    Displayed: Snapping Turtle, Create Mindscape, Eagle Aerie, Mist Horn,
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Scorched Obelisk
    Hero Points: 1
    NOTES:
    Local Support: DAMAGE REDUCTION AVAILABLE: Misthorn prevents 3 damage at any location until the start of Raheli's turn. Stone Skin prevents 4 damage for a turn on anyone. EAGLE AERIE can be used by any local character at the end of any turn, recharging a card to move. Feel free to use my cards if needed.
    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 ☐ 8
    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 recharged (☑ 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.

    After the start of Drelm's turn, Raheli will recharge her Djinn to draw a card: Zon-Kuthon's Pain, then shuffle her deck.

    Raheli wrote:

    Hand: Fire Barrage, Zon-Kuthon's Pain, Cleric of Nethys, Binder's Tome, Stone Skin, Staff of Evocation, Mythopoeic Sphinx,

    Displayed: Snapping Turtle, Create Mindscape, Eagle Aerie, Mist Horn,
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Scorched Obelisk
    Hero Points: 1
    NOTES:
    Local Support: DAMAGE REDUCTION AVAILABLE: Misthorn prevents 3 damage at any location until the start of Raheli's turn. Stone Skin prevents 4 damage for a turn on anyone. EAGLE AERIE can be used by any local character at the end of any turn, recharging a card to move. Feel free to use my cards if needed.
    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 ☐ 8
    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 recharged (☑ 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,

    Out of turn updates

    Scenario.On Move Strength 6: 1d10 + 3 ⇒ (9) + 3 = 12 - Success

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

    Out of turn updates

    Scenario.On Move Strength 6: 1d10 + 3 ⇒ (9) + 3 = 12 - Success

    Hour = 1 Drelm/MatsuKurisu: Blessing of Abadar

    Start of Turn
    At: #1: Ruined Temple
    Give: No
    Move: No
    At This Location:When you play a card that has the Divine trait, bury it.

    Free explore =1: Blessing of Ra, Blessing B: Divine 6

    Spoiler:
    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.

    Divine 6: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10 - Acquired

    Burry ac Blessing of Ra explore = 2: Pure Holy Water, Item 5: Divine 12

    Spoiler:
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Divine 1d8+3+3, Bury Blessing of Abadar +2d8
    Divine 12: 1d8 + 3 + 3 + 2d8 ⇒ (2) + 3 + 3 + (6, 2) = 16- Acquired

    Bury Blessing of the Vaultmaster, explore +2d vs Barrier =
    3: Burning Child, Monster 3: Charisma 10

    Spoiler:
    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.

    Charisma 1d6, Bury ac Pure Holy Water +2d12
    Charisma 10: 1d6 + 2d12 ⇒ (1) + (1, 1) = 3- Wow! Hero point used. (1 remaining)
    Charisma 10: 1d6 + 2d12 ⇒ (5) + (8, 8) = 21- Banished
    Drelm takes Fire: 1d4 ⇒ 2 Discarding (Grayflame Mace +2, Shadowless Sword)
    Fire damage not reduced, display Curse of the Mummy

    End of Turn

    Recovery

    Reset
    Draw up Entice, Evangelist, Headband of Inspired Wisdom, Heister

    Summary
    Location = #1: Ruined Temple
    Acquired = 1: Blessing of Ra, 2: Pure Holy Water
    Banished = 3: Burning Child
    Examined =

    Location =
    Banished =

    Added =

    From Box =

    Displayed = Drelm = Curse of the Mummy
    Give =
    Used = Hero point used. (1 remaining)
    Other =
    "

    Drelm wrote:

    Hand: Vampiric Backsword +3, td Stained Glass Elemental, Entice, Evangelist, Headband of Inspired Wisdom

    , Heister, "
    Displayed: Curse of the Mummy, , , , , ,
    Deck: 9 Discard: 6 Buried: 4
    "Notes: Distant:
    Local: Heister: +1d12 vs barrier.Please Use as we get a free item on check success"

    Skills and Powers:
    SKILLS

    Strength d10 +3
    - Melee: Strength +2
    Dexterity d6 +0
    Constitution d6 +0
    Intelligence d6 +0
    Wisdom d8 +3
    - 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.
    [X] 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 ([X] and add 1 additional die).
    [X] After you defeat a barrier with the Obstacle ([X] 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 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 20, Erasmus/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    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:
    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.

    Spoiler:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Barriers
    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:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Spoiler:
    Tabe's Last Jest
    MM
    Barrier 6
    Traits:
    Curse
    Lock
    Acid
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 15
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    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:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Weapons
    Spoiler:
    Sling Staff +2
    MM
    Weapon 6
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Spoiler:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    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:
    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.

    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:
    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:
    Named Bullet
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

    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:
    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:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Spoiler:
    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.

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge 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:
    Tears of Death
    MM
    Item 6
    Traits:
    Liquid
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.

    Spoiler:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Scarab of Khepri
    MM
    Item 6
    Traits:
    Object
    Magic
    Khepri
    To Acquire:
    Wisdom
    Survival 10
    Reveal this card to add a die to your checks against a card that has the Animal trait.
    Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

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

    Spoiler:
    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:
    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:
    Tomb Artisan
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 14
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.

    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.

    Blessings
    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 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 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.

    Current Hour:

    Blessing of Ptah:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Yoon/20100:
    Spoiler:
    Hourglass Card 1 Yoon/20100
    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.
    Hourglass Card 2 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 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.
    Hourglass Card 3 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 3 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 4 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 4 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.
    Hourglass Card 5 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 5 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 6 Yoon/20100:
    Spoiler:
    Hourglass Card 6 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.
    Hourglass Card 7 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Athnul/WilderRedbeard
    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.
    Hourglass Card 8 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 8 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 9 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 9 Drelm/MatsuKurisu
    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.
    Hourglass Card 10 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 10 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: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 4 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/WilderRedbeard, Burning Child, Meehr Zet

    Ruined Temple Card 1:
    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.
    Ruined Temple Card 2:
    Thundercloud of Set
    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ruined Temple Card 3:
    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.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    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.
    Ruined Temple Card 6:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Ruined Temple Card 7:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Ruined Temple Card 8:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Ruined Temple Card 9:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Ruined Temple Card 10:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    Ruined Temple Card 11:
    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.

    Location #2: Hall of Winged Chaos
    Closed
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Drelm/MatsuKurisu, None

    Location #3: Hall of the Crocodile Kings
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/NathanDavis, None

    Location #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/20100, None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Akaitora, Raheli's Create Mindscape (Displayed), Nailah

    Scorched Obelisk Card 1:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 2 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 3 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.


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

    Hour of Ptah
    Start of turn, recharge Blessing of Chaldira Zuzaristan and Blessing of Cayden Cailean to add 3 to all checks
    Start of Turn, Shapechange: Strength, Dexterity, and Constitution skills are 1d12+2
    Start of turn, Reveal Tetisurah. Shuffle Deck and Reset

    Erasmus wrote:

    Hand: Blessing of Cayden Cailean, Tetisurah, Fate Blade, Blessing of Milani, Reed Snake Armor, Balmberry Bush, Wintervine, Cloud Puff, Bloody Mandrake, Witchhunter's Sword, Angelstep,

    Displayed: Spirit Relatives: NISSA, Aspect of the Tiger, Aspect of the Bull, Elder Sign, Shapechange, Freed Soul,
    Deck: 5 Discard: 5 Buried: 1

    Move to Ruined Temple

    Strength 6: 1d12 + 2 + 1d6 + 7 + 3 ⇒ (5) + 2 + (4) + 7 + 3 = 21
    Free explore and encounter Burning Child
    Bury Athnul's Blessing of the Pallid Princess
    Charisma 10: 1d8 + 2 + 2d8 + 3 ⇒ (2) + 2 + (3, 3) + 3 = 13
    Fire Damage: 1d4 ⇒ 1 Reveal Blessing of Milani to reduce damage to 0. Burning Child Banished

    Bury Blessing of Cayden Cailean to explore and encounter Thundercloud of Set
    Reveal and Recharge Fate Blade
    Combat 21: 1d12 + 2 + 1d6 + 7 + 2d4 + 1 ⇒ (3) + 2 + (2) + 7 + (2, 3) + 1 = 20
    Bury Wintervine
    Combat 21: 20 + 1d4 ⇒ 20 + (2) = 22
    Bury Blessing of Milani to Close
    On Close: Draw a random Blessing - Blessing of the Ancients

    End of Turn, Freed Soul recharges Blessing of Gozreh

    The ErasmaNissa Beast climbs the tower to the very top. There he finds Athnul confronted by the Burning Child he pursued earlier. Athnul is trying to to use soothing words to keep it from fleeing again. Erasmus approaches slowly, keeping the beast inside that wants desperately to hunt, and embraces the burning child holding it close to his Reed Snake Armor until it stops its terrorized shrieking and dissipates into ash.

    Another Thundercloud of Set seeks to rain on Erasmus' parade. Nissa leaps into action throwing the Fate Blade with the fatal speed of a bullet Nissa takes control of Erasmus' legs and sprints at the elemental monstrosity, driving the knife further into whatever week spots she can find. Finally the the creature is still and a quiet hangs over this part of the tower.

    Erasmus wrote:

    Hand: Blessing of the Ancients, Tetisurah, Blessing of Chaldira Zuzaristan, Huntsman's Greatsword +2, Reed Snake Armor, Sign of the Bridge, Fate Blade, Blessing of the Everbloom, Bloody Mandrake, Witchhunter's Sword, Angelstep, Balmberry Bush, Cloud Puff,

    Displayed: Spirit Relatives: NISSA, Aspect of the Tiger, Aspect of the Bull, Elder Sign, Shapechange, Freed Soul,
    Deck: 3 Discard: 4 Buried: 4
    "Notes: Blessings Available
    Cloud Puff: Ignore BYA/AYA at location
    Bloody Mandrake: +1d to local Arcane/Divine
    Balmberry Bush: local: Banish a Curse Scourge and heal 1 card
    Witchhunter's Sword: +1d8 Poison to local Combat. Ignore AYA
    Angelstep: Heal 1d4 + 1 local"

    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
    NISSA
    Strength d6 + 1d6 + 7
    Melee:Strength d6 + 1d6 + 7
    Ranged:Strength d6 + 1d6 + 7
    Fortitude: Constitution d6 + 1d6 + 6
    Aspect of the Tiger
    Dexterity: Stealth d12 + 5
    Dexterity: Acrobatics d12 + 5
    Shapechange
    Strength d12 + 2 + 1d6 + 7
    Melee:Strength d12 + 2 + 1d6 + 7
    Ranged:Strength d12 + 2 + 1d6 + 7
    Dexterity: d12 + 2
    Constitution: d12 + 2
    Fortitude: Constitution d12 + 2 + 1d6 + 6

    Hero Points: 8!
    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.


    Ruined Temple Closed.
    Buried Athnul's Blessing of the Pallid Princess.
    Drew Blessing of the Ancients from Random

    Bring us home Raheli!


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

    Hour of Blessing of Nethys.

    No exploration

    Recharge Remove Curse to banish Curse of the Mummy.

    End of turn:
    - reset hand: discard hand, then draw 6, pick 6 from discard, bury Fan of Flames and heal the rest.

    Yoon, Elemental Annihilator at Location #2: Hall of Winged Chaos wrote:

    Hand (Size 6): Cleric of Nethys (Ally), Blessing of the Ancients (Blessing), Vrill Staff (Item), Carpet of Flying (Item), Sign of the Bridge (Blessing), Searing Flesh (Spell)

    Deck: 14 Discard: 1 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.
    Accessory perks unused

    Skills and Powers:
    Skills
    Strength d4
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Constitution d10 ☑ ☑ ☑ ☑ +4
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1
    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 ☑ 1d12 ☑ 2d8 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


    During This Adventure: The scourge die is 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

    Setup:

  • When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
  • All characters start at the Sulfur Pits.

  • When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
  • If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: None
    Henchmen:
    Nailah
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Undead Banshee Incorporeal Acid
    To Defeat: Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage. If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from.

    Mockery of Ra
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Fire
    To Defeat: Combat 22
    The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Thundercloud of Set
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Elemental Electricity
    To Defeat: Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from.

    Brass Golem
    Spoiler:
    MM Henchman 6
    Type: Monster
    Traits: Construct Golem
    To Defeat: Combat 24
    The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.

    Acid Pool
    Spoiler:
    MM Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 22, Athnul/WilderRedbeard

    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:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Spoiler:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Spoiler:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.

    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.

    Barriers
    Spoiler:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    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:
    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.

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    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.


    Weapons
    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    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:
    Glacial Hunga Munga
    MM
    Weapon 6
    Traits:
    Axe
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 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:
    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:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw 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 14 check to recharge this card instead of discarding it.

    Spoiler:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 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:
    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:
    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:
    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:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Items
    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:
    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:
    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:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Spoiler:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

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

    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:
    Miau Pakhet
    MM
    Ally P
    Traits:
    Catfolk
    Bard
    Gambling
    To Acquire:
    CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

    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 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 Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    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 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 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.

    Current Hour:

    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.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 1 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 2 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 2 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.
    Hourglass Card 3 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 3 Erasmus/NathanDavis
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 4 Yoon/20100:
    Spoiler:
    Hourglass Card 4 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.
    Hourglass Card 5 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Athnul/WilderRedbeard
    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.
    Hourglass Card 6 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 6 Raheli/Akaitora
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 7 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 7 Drelm/MatsuKurisu
    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.
    Hourglass Card 8 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 8 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: Ruined Temple
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/NathanDavis, Athnul/WilderRedbeard, Burning Child, Meehr Zet

    Location #2: Hall of Winged Chaos
    Closed
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Drelm/MatsuKurisu, None

    Location #3: Hall of the Crocodile Kings
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Forgery of Ra
    Closed
    At This Location: At the end of your turn, you may draw an armor from your bury pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/20100, None

    Location #5: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Akaitora, Raheli's Create Mindscape (Displayed), Nailah

    Scorched Obelisk Card 1:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Volcanic Vents
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #7: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Cards Not In the Box Card 1 (Freed Soul):
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Cards Not In the Box Card 2 (Stained Glass Elemental):
    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.
    Cards Not In the Box Card 3 (Evocation Staff):
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.


  • Female Human Monk Deck Handler

    Off turn: Discard Ascetic's Belt for Fire damage during Raheli's turn.
    Strength check for moving at the end of Raheli's turn:
    Strength 6: 1d6 + 1 ⇒ (5) + 1 = 6 success!
    Bury BotPallid Princess for Erasmus' check.

    Start of turn: The hour of the Ancients
    Remain at Ruined Temple

    Reset hand and end turn.

    Athnul wrote:

    Hand: Amulet of Furious Fists, Robe of Items, Evangelist, Blessing of the Savored Sting, Blessing of Wadjet, Blessing of Abadar 2,

    Displayed: Steal Soul,
    Deck: 12 Discard: 4 Buried: 2
    Current Location: Ruined Temple
    Hero Points Available/Used: 3
    NOTES:
    Available Support: Blessings available. Evangelist can be recharged to add 1d4 to a local check.
    Other: Dice Re-Roll Used for 6B?: 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
    Divine: Wisdom +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    none
    POWERS: Keen Strike Monk
    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 Piercing trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check. ( [X ] You may also add another 1d8 and the Mental trait).
    You may reveal a blessing to evade your encounter. ( [X] Then you may recharge that blessing to explore your location.)
    [X] You gain the skill Divine: Wisdom +1
    [X] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    The Exchange

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

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

    Raheli is going to explore to encounter the dread Nailah.

    Before she acts, Raheli will attempt a Fortitude 8 check against her.

    BYA Fortitude 8: 1d6 + 2 ⇒ (5) + 2 = 7

    Will recharge Cleric of Nethys to add 2 after the roll and succeed!

    For her check to defeat, Raheli will reveal Evocation Staff and discard Fire Barrage to use her Arcane + 1d10. Additionally, she will discard the Evocation Staff to add another 2d10 and the Electricity Trait. Create Mindscape adds +1d4 to her Intelligence check. Raheli will recharge Mythopoeic Sphinx and Binder's Tome to add +2d4+4 to her check to defeat for good measure.

    CtD Combat, Arcane 22: 1d8 + 4 + 3d10 + 1d4 + 2d4 + 4 ⇒ (1) + 4 + (7, 1, 9) + (1) + (4, 3) + 4 = 34

    Not nearly as high as I thought it would be, but it will do! I defeat Naliah by 4 or more, so I take some Electricity Damage.

    Electricity Damage: 1d4 ⇒ 3

    I display Stone Skin to negate it. Then, to close my location, I take 1 Electricity Damage which is also negated.

    WE WIN!

    After carefully preparing her ambush for several hours, Raheli jumps down from her magical eagle, re-shaping her hair into a make-shift parachute, using magically animated rubble to distract the banshee as she aims the perfect shot from her Evocation Staff.

    A powerful bolt of lightning hits Nailah straight in the chest right as Raheli lands gracefully into the Obelisk. The Obelisk's lightning roars in response to Raheli's intrusion, but the energy is channeled harmlessly into Emily, who was summoned in the aspect of the Turtle today.

    Unphased, Raheli dusts herself off as she whistles a call to a nearby eagle, joining the rest of the party at the top of the tower.


    A con/fort check needs to be made to actually close the location, but presumably Athnul or Erasmus can near-auto succeed sometime in the remaining 7 turns.

    Victory!

    Development:

    Your fingers are bloody from gripping onto treacherous precipices, and pernicious divs nearly pulled you to your death, but you managed to climb the corkscrew column all the way to its top. Trouble is, the control platform is not at the pinnacle.

    Rather, an elaborate honeycomb of platforms leads even further upward, where you can just make out the movement of humanoid shapes atop what must be the pyramid’s controls. Below, gaping nothingness threatens certain doom should you fall. Certain doom for you, and for Osirion should this pyramid remain in the hands of the evil ones who steer it toward dark purposes.

    You’ve come a long way, but it seems this journey to the sky pyramid’s top is not yet over!

    Scenario Reward (if not replaying):

  • Each character chooses weapon, armor, or ally and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario.
  • Adventure Card Guild characters may choose a bonus deck upgrade.
  • 1 XP, 1 Hero Point

    Acquired cards:
    Pard (Ally B)
    Stone Weasel (Ally B)
    Fire Gecko (Ally C)

    Horn Lamellar (Armor 6)
    Falcon Crown (Armor 4)

    Blessing of Ra (Blessing B)
    Blessing of the Ancients (Blessing C)
    Blessing of the Ancients (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Ptah (Blessing 6)

    Canteen (Item B)
    Pure Holy Water (Item 5)
    Carpet of Flying (Item 6)

    Fate Blade (Weapon 4)

    To the discussion page!


  • 3-6C: THE RIGHT COMBINATION

    You’ve heaved yourself through a trap door and onto solid ground at the apex of the monstrous column you just climbed. Craning your neck practically as far as it will go, you take stock of the dozens of stone platforms that protrude from this mighty cavern’s walls. Beside you, the only source of light is a circle of sigils that glows ever so faintly blue.

    At least these runes aren’t in sinister Abyssal, like the ones on the kiosks devoted to Ahriman were.

    Around your neck, the spinel sage jewel thrums. This time, it’s not fear or dread you sense from Mnesoset. Rather, it’s excitement, and suddenly something dawns on you.

    “It’s a teleportation circle!” you exclaim, finally realizing the significance of the sigils before you.

    Fumbling around near the circle, you find a complex series of pressure plates built into the shape of interlocking squares. You gingerly test a random combination, and you see another teleportation circle come ablaze on the stone platform nearest to you. You add to the combination, and another circle jolts to life— but then both wink out once you attempt a third, and seemingly incorrect, sequence.

    You’re not in Mnesoset’s mindscape, but you can practically hear the spirit of the sage whisper to you.

    “Patience, friends,” the calming voice says. “Think. Experiment. Build upon your successes. You can do this. You must do this.”

    With the confidence of the sage, you start to see the method in this pyramid’s madness. These combinations aren’t mathematical or linguistic, they’re elemental. You realize that if you can just divine the relationships of each element to the next, you might crack the code. You spend a few painstaking minutes building upon your correct combinations, and you’re almost there—until a mighty roar shatters your concentration.

    Behind you is a hulking, gray-skinned horned beast waving a falchion at you in rage. “You’ll never reach our lord above!” the thing booms. A pulsing evil lights its eyes crimson.

    “Now you die!”

    During this scenario:

  • When you would move, succeed at an Acrobatics or Knowledge 7 check or move to a random open location instead.
  • If a location does not have a Sigil Combination displayed next to it, it cannot be closed.
  • At the end of your turn, if your location deck has fewer cards than the number of all displayed Sigil Combinations, you may attempt to close your location.
  • When you succeed at meeting a location’s When Closing requirement, immediately summon and encounter the villain Sepid; if it is not defeated, discard a card from the blessings deck and the location is not closed.
  • To win, close all of the locations.

    Story Banes:
    Villain - None
    Henchmen - SIGIL COMBINATIONS

    Locations:
    1 - ALTAR OF RIDDLES
    1 - ELEMENTAL TRENCHES
    1 - ETERNAL ARENA
    2 - SCULPTORS’ LAIR
    3 - GARDEN OF OSSUMENTALS
    4 - STONEWORK PASSAGES
    5 - GARDEN OF SYMMETRY
    6 - GUARDIAN VAULT


  • TRADERS!

    Erasmus visits Auction House. 2 Allies:

    Pakesket:

    MM Ally 5
    Traits: Animal Phoenix Fire
    To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location. Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    Hippopotamus Mud Elemental:

    MM Ally 6
    Traits: Elemental Acid
    To Acquire: Wisdom Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    Raheli to Falsin Deek. 2 Items:

    Ring of Energy Resistance:

    MM Item 6
    Traits: Accessory Magic
    To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Evocation Staff:

    MM Item 5
    Traits: Staff Attack Magic Arcane
    To Acquire: Intelligence Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait. When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

    Yoon to Trove of Tef-Naju. 1 of each:

    Crook and Flail of Kings:

    MM Weapon 6
    Traits: Mace Staff Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee Arcane Divine 13
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait.

    Canopic Conversion:

    MM Spell 6
    Traits: Magic Arcane Divine Attack
    To Acquire: Intelligence Arcane Wisdom Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Rhino Hide Armor:

    MM Armor 6
    Traits: Heavy Armor Magic
    To Acquire: Constitution Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check. Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Scarab of Ptah:

    MM Item 6
    Traits: Trigger Object Magic Ptah
    To Acquire: Constitution Fortitude 12
    When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

    Hippopotamus Mud Elemental:

    MM Ally 6
    Traits: Elemental Acid
    To Acquire: Wisdom Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    Blessing of Ptah:

    MM Blessing 6
    Traits: Divine Ptah
    To Acquire: Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    The rest visit Sunburst Market.


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

    Erasmus is grabbing Pakesket from the Auction House

    Silver Crusade

    Deck handler link

    Drelm - Start
    - 3-6C: THE RIGHT COMBINATION

    Card Upgrade
    = Corrosive Backsword +4 in, New Slot
    = Spell Ward Shield in, Patrician's Armor out

    Banished Cards

    Trader
    - Sunburst Market
    = Stained Glass Elemental in, Headband of Inspired Wisdom out

    Loot swaps

    = Hand of the Honest Man in, Spyglass out
    = Bronze Sentinel in, Gambeson out

    Starting location
    - ALTAR OF RIDDLES

    Starting Hand

    Drelm wrote:

    Hand: Armor of Skulls, Scrying, Vampiric Backsword +3, Isiem, Find Traps, Blessing of the Vaultmaster,

    Displayed: , , , , , ,
    Deck: 16 Discard: 0 Buried: 0
    "Notes: Distant:
    Local: "

    Skills and Powers:
    SKILLS

    Strength d10 +3
    - Melee: Strength +2
    Dexterity d6 +0
    Constitution d6 +0
    Intelligence d6 +0
    Wisdom d8 +3
    - 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.
    [X] 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 ([X] and add 1 additional die).
    [X] After you defeat a barrier with the Obstacle ([X] 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

    The Exchange

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

    Raheli replaced her Horn of Blasting with the Lyre of Storms (Item 6) and her Byzantine Lexicon with Evocation Staff (Item 5) for her deck upgrades. She also filled the empty Blessing slot in her deck with Lady Valor.

    Traders: Raheli will pass on the items being offered.

    Loot: Raheli will grab Mythopoeic Sphinx instead of Persona Mask and Mask of the Forgotten Pharaoh instead of her Wand of Flying.

    Raheli will be bringing Flying Squirrel form for Emily this mission.

    Location: Raheli will start at the Eternal Arena.

    Flying Squirrel is displayed right after the end of the start of the first turn.

    Raheli wrote:

    Hand: Create Mindscape, Vampire Bat, Khai-Utef, Evocation Staff, Lady of Valor, Mist Horn, Djinn,

    Displayed: Flying Squirrel,
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Eternal Arena
    Hero Points: 1
    NOTES:
    Local Support: SUPPORT AVAILABLE Cards listed here can be used whenever, for any reason, as long as they are currently in Raheli's hand.
    - Create Mindscape: Display at a location to add 1d4 to Int, Wis, Cha checks until location closed
    - Evocation Staff: Reveal and discard a spell to evade a monster and reload it
    - Lady of Valor: Add 2d8 to a check to defeat a monster. Check counts as blessed.
    - Mist Horn: Display at a location to reduce damage to characters there by 3 until start of Raheli's next turn.
    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 ☐ 8
    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 recharged (☑ 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.


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

    No card from trader, too costly; for some reason I thought the extra cards where discarded not buried.

    Yoon will start at Altar of Riddles

    Yoon, Elemental Annihilator at Altar of Riddles wrote:

    Hand (Size 7): Object Reading (Spell), Wayfinder (Item), Autumn Witch (Ally), Sign of the Bridge (Blessing), Pyrokinesis (Spell), Sand Elemental (Ally), Searing Flesh (Spell)

    Deck: 15 Discard: 0 Buried: 0
    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.
    Accessory perks unused

    Skills and Powers:
    Skills
    Strength d4
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Constitution d10 ☑ ☑ ☑ ☑ +4
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8 ☑ +1
    Arcane: Charisma +0
    Powers
    Hand Size ☑ ☑ 7
    Proficiency: Arcane Fire
    For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 ☑ 1d12 ☑ 2d8 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

    Swap in Exalted for Rogue Ape and Wayfarer for Mastiff.
    Swap in Blessing of Nethys for Ascetic's Belt.

    Athnul will start at Garden of Ossumentals

    Athnul wrote:

    Hand: Ring of Regeneration, Sacred Candle, Amulet of Furious Fists, Wayfarer, Blessing of Abadar 1, Blessing of Gozreh,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Garden of Ossumentals
    Hero Points Available/Used: 3
    NOTES:
    Available Support: Blessings available - I can recharge a discarded card at the start of my turn so feel free to use one. Sacred Candle will be buried to acquire a Blessing 5+ 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 6C?: 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
    Divine: Wisdom +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    none
    POWERS: Keen Strike Monk
    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 Piercing trait (□ and you may add the
    Magic trait)
    ; you may not play a weapon on this check. ( [X] You may also add another 1d8 and the Mental trait).
    You may reveal a blessing to evade your encounter. ( [X] Then you may recharge that blessing to explore your location.)
    [X] You gain the skill Divine: Wisdom +1 (□+3).
    □ You may recharge a card to add 1d4 (□ 2d4) (□ 3d4) and the Piercing trait to a combat check by a character at your location.
    [X] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


    During This Adventure: The scourge die is 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

  • When you would move, succeed at an Acrobatics or Knowledge 7 check or move to a random open location instead.
  • If a location does not have a Sigil Combination displayed next to it, it cannot be closed.
  • At the end of your turn, if your location deck has fewer cards than the number of all displayed Sigil Combinations, you may attempt to close your location.
  • When you succeed at meeting a location’s When Closing requirement, immediately summon and encounter the villain Sepid; if it is not defeated, discard a card from the blessings deck and the location is not closed.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: Sepid (Not in a location)
    Spoiler:

    Villain
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage. If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

    Henchmen:
    Sigil Combination (Non-Closing Henchmen)
    Spoiler:
    None Henchman
    Type: Barrier
    Traits: Task Trigger
    To Defeat: Intelligence Arcane Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from. If defeated, display this card next to the location it came from. While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.

    Warrior Dolls (closing requirement)
    Spoiler:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 1, Raheli/Akaitora

    Random Cards:

    Monsters
    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:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Spoiler:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.

    Spoiler:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Barriers
    Spoiler:
    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.

    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:
    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:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Spoiler:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    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:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spells
    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.

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw 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 14 check to recharge this card instead of discarding 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.

    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:
    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.

    Armors
    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 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:
    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.

    Spoiler:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    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:
    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.

    Spoiler:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 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, add 1d4 plus twice the adventure deck number instead.

    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:
    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:
    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:
    Sehela
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 15
    Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location. When you suffer a scourge, bury this card.

    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:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

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

    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 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.

    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 Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Spoiler:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Current Hour:

    Blessing of Bastet:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 1 Drelm/MatsuKurisu
    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.
    Hourglass Card 2 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 2 Erasmus/NathanDavis
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 3 Yoon/20100:
    Spoiler:
    Hourglass Card 3 Yoon/20100
    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.
    Hourglass Card 4 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Athnul/WilderRedbeard
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 5 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 5 Raheli/Akaitora
    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.
    Hourglass Card 6 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 6 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.
    Hourglass Card 7 Erasmus/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 8 Yoon/20100:
    Spoiler:
    Hourglass 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.
    Hourglass Card 9 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass 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.
    Hourglass Card 10 Raheli/Akaitora:
    Spoiler:
    Hourglass 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.
    Hourglass Card 11 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 11 Drelm/MatsuKurisu
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    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.
    Hourglass Card 12 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 12 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.
    Hourglass Card 13 Yoon/20100:
    Spoiler:
    Hourglass Card 13 Yoon/20100
    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.
    Hourglass Card 14 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 14 Athnul/WilderRedbeard
    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.
    Hourglass Card 15 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 15 Raheli/Akaitora
    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.
    Hourglass Card 16 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 16 Drelm/MatsuKurisu
    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.
    Hourglass Card 17 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 17 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.
    Hourglass Card 18 Yoon/20100:
    Spoiler:
    Hourglass 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.
    Hourglass Card 19 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 19 Athnul/WilderRedbeard
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    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.
    Hourglass Card 20 Raheli/Akaitora:
    Spoiler:
    Hourglass 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.
    Hourglass Card 21 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 21 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.
    Hourglass Card 22 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 22 Erasmus/NathanDavis
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 23 Yoon/20100:
    Spoiler:
    Hourglass Card 23 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.
    Hourglass Card 24 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass 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.
    Hourglass Card 25 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 25 Raheli/Akaitora
    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.
    Hourglass Card 26 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 26 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.
    Hourglass Card 27 Erasmus/NathanDavis:
    Spoiler:
    Hourglass 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.
    Hourglass Card 28 Yoon/20100:
    Spoiler:
    Hourglass Card 28 Yoon/20100
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    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.
    Hourglass Card 29 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass 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.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Erasmus/NathanDavis, Yoon/20100, Drelm/MatsuKurisu, None

    Altar of Riddles 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.
    Altar of Riddles Card 2:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Altar of Riddles Card 3:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Altar of Riddles Card 4:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
    Altar of Riddles Card 5:
    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.
    Altar of Riddles Card 6:
    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.
    Altar of Riddles Card 7:
    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.
    Altar of Riddles Card 8:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Altar of Riddles Card 9:
    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.
    Altar of Riddles Card 10:
    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.

    Location #2: Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Elemental Trenches Card 1:
    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.
    Elemental Trenches Card 2:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.
    Elemental Trenches Card 3:
    Telekinetic Enucleation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
    Elemental Trenches 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.
    Elemental Trenches Card 5:
    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.
    Elemental Trenches Card 6:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Elemental Trenches Card 7:
    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.
    Elemental Trenches Card 8:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
    Elemental Trenches Card 9:
    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.
    Elemental Trenches Card 10:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Location #3: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/Akaitora, None
    Eternal Arena Card 1:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
    Eternal Arena Card 2:
    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.
    Eternal Arena Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Eternal Arena Card 4:
    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.
    Eternal Arena Card 5:
    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.
    Eternal Arena Card 6:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Discard this card to examine any location deck. If you find a villain; it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.
    Eternal Arena Card 7:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Eternal Arena Card 8:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Eternal Arena Card 9:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Eternal Arena Card 10:
    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.

    Location #4: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sculptors Lair Card 1:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.
    Sculptors Lair Card 4:
    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.
    Sculptors Lair Card 5:
    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.
    Sculptors Lair Card 6:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Sculptors Lair Card 7:
    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.
    Sculptors Lair Card 8:
    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.
    Sculptors Lair Card 9:
    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.
    Sculptors Lair Card 10:
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Location #5: Garden of Ossumentals
    At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you are dealt 1 Cold damage.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Athnul/WilderRedbeard, None
    Garden of Ossumentals Card 1:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Garden of Ossumentals Card 2:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.
    Garden of Ossumentals Card 3:
    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.
    Garden of Ossumentals Card 4:
    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.
    Garden of Ossumentals Card 5:
    Eruption
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. 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 13 check to recharge this card instead of discarding it.
    Garden of Ossumentals Card 6:
    Staff of the Hooded Cobra
    MM
    Weapon 6
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to reduce all combat or Poison damage dealt to you to 0.
    Garden of Ossumentals Card 7:
    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.
    Garden of Ossumentals Card 8:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Garden of Ossumentals Card 9:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.
    Garden of Ossumentals Card 10:
    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.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Stonework Passages Card 2:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Stonework Passages Card 3:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Stonework Passages Card 4:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 5:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.
    Stonework Passages Card 8:
    Clawhand Shield
    MM
    Armor 3
    Traits:
    Shield
    Offhand
    To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8
    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.
    Stonework Passages Card 9:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Stonework Passages Card 10:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

    Location #7: Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Garden of Symmetry Card 1:
    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.
    Garden of Symmetry Card 2:
    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.
    Garden of Symmetry Card 3:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
    Garden of Symmetry Card 4:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
    Garden of Symmetry Card 5:
    Elemental Skin
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
    Garden of Symmetry Card 6:
    Sigil Combination
    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
    Garden of Symmetry Card 7:
    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.
    Garden of Symmetry Card 8:
    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.
    Garden of Symmetry Card 9:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. 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 13 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 10:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    Location #8: Cards Not In the Box
    At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
    When Closing: Not a real location.
    When Permanently Closed: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Cards Not In the Box Card 1:
    Stained Glass Elemental
    MM
    Ally C
    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.
    Cards Not In the Box Card 2:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
    Cards Not In the Box Card 3:
    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.


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


    Start out at Alter of Riddles
    Tetisurah replaces Verdant Rager
    Pakesket replaces Blessing of Norgerber
    Spirit Relatives: BALSAMO

    Erasmus wrote:

    Hand: Blessing of Milani, Blessing of Chaldira Zuzaristan, Bloody Mandrake, Balmberry Bush, Seaborne Trident +1, Aspect of the Tiger, Angelstep, Elder Sign, Aegis of Recovery,

    Displayed: Spirit Relatives: BALSAMO,
    Deck: 13 Discard: 0 Buried: 0
    "Notes: Blessings Available
    Bloody Mandrake: +1d to local Arcane/Divine
    Balmberry Bush: local: Banish a Curse Scourge and heal 1 card
    Angelstep: Heal 1d4 + 1 local"

    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 + 7
    Arcane: Charisma d8 + 1d6 + 9
    Knowledge: Intelligence d8 + 1d6 + 7
    Craft: Intelligence d8 + 1d6 + 7

    Hero Points: 8!
    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.

    Silver Crusade

    Deck handler link

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

    Out of turn updates

    Scenario.On Move Strength 6: 1d10 + 3 ⇒ (6) + 3 = 9 - Success

    Hour = 1, Raheli/Akaitora : Blessing of Bastet

    Start of Turn
    At: #1: Altar of Riddles
    SoT: Name Blessing: Examine Altar of Riddles Card 1: Curse of Teeth and Fleas,
    Barrier 2, Trigger

    When you examine this card, banish it.

    Traits:
    Trigger
    Give: No
    Move: No
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.

    Free explore = 2: Sigil Combination, Henchman 6: Barrier: Intelligence 7

    Spoiler:
    Type: Barrier
    Traits:
    Task
    Trigger
    To Defeat:
    Intelligence
    Arcane
    Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from.
    If defeated, display this card next to the location it came from.
    While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.

    Intelligence 1d6, Recovery Find Traps +2d6
    Intelligence 7: 1d6 + 2d6 ⇒ (6) + (2, 4) = 12 - Displayed @ #1: Altar of Riddles

    Recovery Scrying (Barrier) @ #2: Elemental Trenches
    Elemental Trenches Card 1: Elemental Mastery, Spell 3 - Shuffle
    Elemental Trenches Card 2: Crook and Flail of Kings, Weapon 6 - Shuffle
    Elemental Trenches Card 3: Telekinetic Enucleation, Barrier 5, Trigger

    Encountering via Trigger Elemental Trenches Card 3: Telekinetic Enucleation, Barrier 5: Disable 16

    Spoiler:
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Disable 1d8+3+2, Recharge Blessing of the Vaultmaster +3d8
    Disable 16: 1d8 + 3 + 2 + 3d8 ⇒ (1) + 3 + 2 + (5, 5, 5) = 21- Banished

    Discard Isiem, examine 3, rearrange and explore =
    Altar of Riddles Card 3: Venomous Heavy Crossbow +2, Weapon 5
    Altar of Riddles Card 4: Collapsing Sphinx, Barrier 4, Trigger
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    Recharge(Armor of Skulls, Vampiric Backsword +3)
    Draw(Spell Ward Shield, Blessing of the Midnight Lord, Grayflame Mace +2, Evangelist, td Stained Glass Elemental, Hand of the Honest Man)
    Mental Damage: 1d4 ⇒ 1- Discard Evangelist
    Altar of Riddles Card 5: Blessing of the Elements, Blessing B

    Rearrange 4,5,3. Encounter 4: Collapsing Sphinx, Barrier 4: Wisdom 12

    Spoiler:
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Wisdom 1d8+3, Drelm vs Obstacle +1d8+3+3
    Wisdom 12: 1d8 + 3 + 1d8 + 3 + 3 ⇒ (6) + 3 + (1) + 3 + 3 = 16- Banished

    Defeated Obstacle explore = 5: Blessing of the Elements, Blessing B: Wisdom 6

    Spoiler:
    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.

    Wisdom 1d8+3,
    Wisdom 6: 1d8 + 3 ⇒ (6) + 3 = 9- Acquired

    End of Turn

    Recovery
    Scrying: Divine 12: 1d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13 -> Scrying recharged .
    Find Traps: Divine 8: 1d8 + 3 + 3 ⇒ (2) + 3 + 3 = 8 -> Find Traps recharged .

    Reset
    Draw up Nil

    Summary
    Location = #1: Altar of Riddles - 3,6-10
    Acquired = 5: Blessing of the Elements
    Banished = 1: Curse of Teeth and Fleas, 4: Collapsing Sphinx
    Displayed = 2: Sigil Combination Displayed @ #1: Altar of Riddles
    Examined = 3: Venomous Heavy Crossbow +2

    Location = #2: Elemental Trenches - Shuffled(1-2,4-10)
    Banished = 3: Telekinetic Enucleation
    Examined = 1: Elemental Mastery, 2: Crook and Flail of Kings

    Added =

    From Box =

    Displayed =
    Give =
    Used =
    Other =

    Drelm wrote:

    Hand: Spell Ward Shield, Blessing of the Midnight Lord, Grayflame Mace +2, ac Blessing of the Elements, td Stained Glass Elemental, Hand of the Honest Man,

    Displayed: , , , , , ,
    Deck: 15 Discard: 2 Buried: 0
    "Notes: Distant: HoTHM: Banish a curse. Available
    Blessings available
    Local: "

    Skills and Powers:
    SKILLS

    Strength d10 +3
    - Melee: Strength +2
    Dexterity d6 +0
    Constitution d6 +0
    Intelligence d6 +0
    Wisdom d8 +3
    - 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.
    [X] 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 ([X] and add 1 additional die).
    [X] After you defeat a barrier with the Obstacle ([X] 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

    Hour of Bastet continues

    Start of turn, choose Weapon. Examine Venomous Heavy Crossbow +2 and draw it.
    Start of turn, recharge Bloody Mandrake, Balmberry Bush, and Angelstep to add 4 to all checks

    Display Aspect of the Tiger

    Move to Sculptors Lair Knowledge 7: 1d8 + 1d6 + 7 + 4 ⇒ (3) + (1) + 7 + 4 = 15

    Display Elder Sign at Sculptor's Lair

    Free Explore and Encounter Aegis of Recovery
    Reveal Seaborne Trident +1
    Wisdom 12: 1d6 + 2 + 1d4 + 4 ⇒ (3) + 2 + (2) + 4 = 11
    Got Hero Points to burn. Reroll
    Wisdom 12: 1d6 + 2 + 1d4 + 4 ⇒ (3) + 2 + (2) + 4 = 11 So close! Banished

    Discard Blessing of Milani to explore and encounter Quicksand Bunyip
    Reveal Seaborne Trident +1
    Combat 12: 1d6 + 1 + 1d8 + 1 + 4 ⇒ (4) + 1 + (5) + 1 + 4 = 15 Banished

    Discard Blessing of Chaldira Zuzaristan to explore and encounter Graven Guardian of Set
    Bury Venomous Heavy Crossbow +2 to set Spirit Relatives to NISSA. Reveal Seaborne Trident +1
    Combat 21: 1d6 + 1d6 + 7 + 1d8 + 1 + 4 ⇒ (6) + (5) + 7 + (8) + 1 + 4 = 31
    Forced Reroll
    Combat 21: 1d6 + 1d6 + 7 + 1d8 + 1 + 4 ⇒ (4) + (1) + 7 + (2) + 1 + 4 = 19
    Hero Point Again. Why not.
    Combat 21: 1d6 + 1d6 + 7 + 1d8 + 1 + 4 ⇒ (2) + (6) + 7 + (3) + 1 + 4 = 23

    End of turn, reveal Aegis of Recovery to recharge Blessing of Chaldira Zuzaristan

    Frustrated by Balsamo's overthinking, Nissa takes over and brings the Graven Guardian down.

    Erasmus wrote:

    Hand: Wintervine, Blessing of Cayden Cailean, Shapechange, Blessing of Wind and Waves, Seaborne Trident +1, Huntsman's Greatsword +2, Tetisurah, Cauterize, Aegis of Recovery,

    Displayed: Spirit Relatives: BALSAMO, Aspect of the Tiger, Elder Sign,
    Deck: 11 Discard: 1 Buried: 1
    "Notes: Will use Shapechange on Drelm's turn.
    Blessing Available
    Wintervine: +1d local Survival/Perception"

    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
    Strength d6 + 1d6 + 7
    Melee:Strength d6 + 1d6 + 7
    Ranged:Strength d6 + 1d6 + 7
    Fortitude: Constitution d6 + 1d6 + 6
    Aspect of the Tiger
    Dexterity: Stealth d8 + 3
    Dexterity: Acrobatics d8 + 3

    Hero Points: 6
    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.


    Drew Alter of Riddles 3
    Sculptor's Lair: Banish 1-3


    During This Adventure: The scourge die is 1d10.
    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario:

  • When you would move, succeed at an Acrobatics or Knowledge 7 check or move to a random open location instead.
  • If a location does not have a Sigil Combination displayed next to it, it cannot be closed.
  • At the end of your turn, if your location deck has fewer cards than the number of all displayed Sigil Combinations, you may attempt to close your location.
  • When you succeed at meeting a location’s When Closing requirement, immediately summon and encounter the villain Sepid; if it is not defeated, discard a card from the blessings deck and the location is not closed.
  • To win, close all of the locations.

    Additional Rules:

    Story Banes:

    Villain: Sepid (Not in a location)
    Spoiler:

    Villain
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 25 OR Divine 18
    The Sepid is immune to the Fire and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage. If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

    Henchmen:
    Sigil Combination (Non-Closing Henchmen)
    Spoiler:
    None Henchman
    Type: Barrier
    Traits: Task Trigger
    To Defeat: Intelligence Arcane Knowledge 7
    When you examine this card, you may put it back on either the top or bottom of the deck it came from. If defeated, display this card next to the location it came from. While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.

    Warrior Dolls (closing requirement)
    Spoiler:

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 6

    Turn: 3, Yoon/20100

    Random Cards:

    Monsters
    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    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.

    Spoiler:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    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:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

    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:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Spoiler:
    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.

    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.

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

    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:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Sling Staff +2
    MM
    Weapon 6
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    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 any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    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:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Spoiler:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    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:
    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.

    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.

    Armors
    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Spoiler:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    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:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Spoiler:
    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.

    Items
    Spoiler:
    Scarab of Ptah
    MM
    Item 6
    Traits:
    Trigger
    Object
    Magic
    Ptah
    To Acquire:
    Constitution
    Fortitude 12
    When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

    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:
    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.

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

    Spoiler:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    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:
    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:
    Tomb Artisan
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 14
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.

    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:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any items in your discard pile.
    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 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 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 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 Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Current Hour:

    Blessing of the Lady of Graves:
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Athnul/WilderRedbeard
    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.
    Hourglass Card 2 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 2 Raheli/Akaitora
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 3 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 3 Drelm/MatsuKurisu
    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.
    Hourglass Card 4 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 4 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.
    Hourglass Card 5 Yoon/20100:
    Spoiler:
    Hourglass Card 5 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.
    Hourglass Card 6 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 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.
    Hourglass Card 7 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 7 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.
    Hourglass Card 8 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass 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.
    Hourglass Card 9 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 9 Erasmus/NathanDavis
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    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.
    Hourglass Card 10 Yoon/20100:
    Spoiler:
    Hourglass Card 10 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.
    Hourglass Card 11 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 Athnul/WilderRedbeard
    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.
    Hourglass Card 12 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 12 Raheli/Akaitora
    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.
    Hourglass Card 13 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 13 Drelm/MatsuKurisu
    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.
    Hourglass Card 14 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 14 Erasmus/NathanDavis
    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.
    Hourglass Card 15 Yoon/20100:
    Spoiler:
    Hourglass 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.
    Hourglass Card 16 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 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.
    Hourglass Card 17 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 17 Raheli/Akaitora
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    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.
    Hourglass Card 18 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 18 Drelm/MatsuKurisu
    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.
    Hourglass Card 19 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 19 Erasmus/NathanDavis
    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.
    Hourglass Card 20 Yoon/20100:
    Spoiler:
    Hourglass Card 20 Yoon/20100
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Hourglass Card 21 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 21 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.
    Hourglass Card 22 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 22 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.
    Hourglass Card 23 Drelm/MatsuKurisu:
    Spoiler:
    Hourglass Card 23 Drelm/MatsuKurisu
    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.
    Hourglass Card 24 Erasmus/NathanDavis:
    Spoiler:
    Hourglass Card 24 Erasmus/NathanDavis
    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.
    Hourglass Card 25 Yoon/20100:
    Spoiler:
    Hourglass Card 25 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.
    Hourglass Card 26 Athnul/WilderRedbeard:
    Spoiler:
    Hourglass Card 26 Athnul/WilderRedbeard
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    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.
    Hourglass Card 27 Raheli/Akaitora:
    Spoiler:
    Hourglass Card 27 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.

    Location #1: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Yoon/20100, Drelm/MatsuKurisu, Sigil Combination displayed!

    Altar of Riddles Card 1:
    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.
    Altar of Riddles Card 2:
    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.
    Altar of Riddles Card 3:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Altar of Riddles Card 4:
    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.
    Altar of Riddles Card 5:
    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.

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