Erasmus the Greenseer |
AbadarDay
Start of turn, recharge Light Crossbow to add one to all checks
Erasmus finds a passageway that leads to the Hot Springs.
Free Explore
He catches sight of a Bonecrusher Wizard. They're weak but go down fighting. So Erasmus pulls out his latest dustings of Cloud Puff and coats the air with them, he exhales guiding the dust over to the gnoll.
BYA: Bury Cloud Puff to ignore BYA and AYA
The Bonecrusher Wizard spins around but its senses are dulled. A perfect target for a hell of a headache.
Discard Mind Thrust
Combat 9: 1d6 + 1d4 + 4 + 1d6 + 1 + 1 ⇒ (4) + (4) + 4 + (6) + 1 + 1 = 20
The gnoll stand catotonic...perhaps for ever.
Recharge Perception 7: 1d6 + 1d4 + 4 + 1 ⇒ (3) + (1) + 4 + 1 = 9
Discard Compass to Explore
Someone unwisely tried to build here with Collapsing Scaffolding
Dexterity 4: 1d8 + 1 ⇒ (7) + 1 = 8
Perception 7: 1d6 + 1d4 + 4 + 1 ⇒ (3) + (3) + 4 + 1 = 11
Erasmus quickly dodges a falling piece and his spirit guide helps him avoid the rest.
Discard Blessing of the Green Faith 1 to Explore
Erasmus briefly communes with the spring and discovers a foreign metal in its waters, a Key of the Second Vault glints in the shallows.
Perception 10: 1d6 + 1d4 + 4 + 1 ⇒ (1) + (4) + 4 + 1 = 10
It almost gets away from him, but he manages to snag the treasure.
Hand: Shock Longbow +1, Key of the Second Vault , Blessing of the Gods 1, Blessing of the Elements, Stalking Armor, Harrow Deck, Goblinvine, Vine Leshy,
Displayed: Spirit Relatives: VELDIRA,
Deck: 6 Discard: 2 Buried: 1
Notes: Blessings Available
At Location -
Goblinvine: Add 1d8 Mental to Combat at location
Key of the Second Vault: Banish displayed barrier with Lock, Obstacle, Trap
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Hot Springs Banish 3-4, Acquire 5
Drelm {UI} - Matsu Kurisu |
Drelm - Retcon adjustment
completely blanked on location discard weapon power, I could have used the clinging venom instead :-(
Also never played with Cloud Puff, should have used that as well :-(
Discarding Rapier
Extra card draw @ end of turn (Chain Mail)
Hand: Chain Mail, Blessing of the Spy, Blessing of the Gods, , Find Traps, ,
Displayed: Gambeson, , , , , ,
Deck: 9 Discard: 2 Buried: 0
Notes: Find Traps: +2d vs Barrier. BoGods: +1d vs any. Available
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Erasmus the Greenseer |
Correcting so I didn't have a combat with Bonecrusher Wizard, but still had one more explore.
Encounter's Porcupine
Wisdom 7: 1d6 + 1d4 + 1 + 1 ⇒ (6) + (4) + 1 + 1 = 12 Befriended!
Discard Porcupine to Explore and encounter Mining Construct
Reveal Shock Longbow +1
Combat 10: 1d8 + 1d8 + 1 + 1 ⇒ (8) + (5) + 1 + 1 = 15 Defeated by less than 6: Draw Noxious Bomb
Close: Summon an Acid Pool
Discard Blessing of the Gods from Yoon
Wisdom 9+1: 1d6 + 1d4 + 1 + 1d6 + 1 ⇒ (2) + (2) + 1 + (2) + 1 = 8
Erasmus's Power: Bury Noxious Bomb to add 1d4
1d4 ⇒ 2
DEFEATED AND CLOSED! End Turn at Closed Hot Springs: Recharge Blessing of the Green Faith 1
Hand: Shock Longbow +1, Key of the Second Vault , Blessing of the Gods 1, Blessing of the Elements, Mind Thrust, Stalking Armor, Goblinvine, Vine Leshy, Cloud Puff,
Displayed: Spirit Relatives: VELDIRA,
Deck: 7 Discard: 2 Buried: 1
Notes: Blessings Available and Cloud Puff Ignore BYA/AYA
At Location -
Goblinvine: Add 1d8 Mental to Combat at location
Key of the Second Vault: Banish displayed barrier with Lock, Obstacle, Trap
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Closed Hot Springs
Discarded Yoon's BotG
Acquired Hot Springs 6 and Drew Noxious Bomb from the Box
Yoon - 勝20100 |
Hour of the Ancients
Move to Golden Lake
“Pretty lake. But you are full of water, so Yoon knows you mean her harm.”
Free explore: Desert Trapper
Use power revealing Blessing of the Spellbound 1 for a Fortitude +d8, reveal Gom-Gom for an extra d4
Combat 8: 1d10 + 3 + 1d8 + 1d4 - 3 ⇒ (10) + 3 + (1) + (1) - 3 = 12 Bane banished
A human, apparently waiting in ambush starts going for the minkaian girl, but a couple of fire blast get her rid of him.
Discard Blessing of the Spellbound 1 to explore. #2 is a cure spell.
Wisdom 6: 1d4 ⇒ 2 autofail, boon banished
Yoon says to Gom-Gom “Paper make strange smell when burning”.
Discard Blessing of the Spellbound 2 to explore. #3 is Mining Construct
Use power revealing Phantom Shield for a Fortitude +d8, reveal Gom-Gom for an extra d4
Combat 10: 1d10 + 3 + 1d8 + 1d4 - 3 ⇒ (10) + 3 + (3) + (2) - 3 = 15 Bane banished
As the little girl is looking around, a Mining Construct comes for her. Even in the water, her fire blast manages to punch through.
Try to close location. Encounter Grave Guardian of Nethys
Use power discarding Phantom Shield for a Fortitude +d8+d6, reveal Gom-Gom for an extra d4, use power to discard from deck to add d4 (Fan of Flames)
Combat 13: 1d10 + 3 + 1d8 + 1d6 + 2d4 - 5 ⇒ (9) + 3 + (1) + (4) + (2, 2) - 5 = 16 Bane banished
Golden lake is closed
Another construct comes for Yoon, but she gather all the energy she has left to put it down. She’s sweeting but alive while the thing is a mess of melted iron.
End of turn:
1. I don’t think the Golden Lake power is still there when the location is closed, I would use it otherwise
2. Draw 4 cards, heal 4, minus Phantom Shield that gets buried.
Hand (Size 5): Gom-Gom (Item), Elemental Ascetic (Ally), Pyrotechnic Blast (Spell), Blessing of the Elements (Blessing), Haki (Weapon)
Deck: 7 Discard: 1 Buried: 2
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Phantom Shield can be used to reduce damage by 1 at my location (applies to damage to one character for a turn)
Use my blessings as needed.
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
Athnul - WilderRedbeard |
Off-turn: receive Splint Mail from Raheli and recharge Blessing of the Quartermaster for Raheli's check
Start of turn: the hour of the Elements
Athnul continues through the passageways of stone tombs in search of the woman in the hat.
Free explore of top card (ignoring 1 and 5):
Random top card: 1d9 + 1 ⇒ (7) + 1 = 8
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.
Request Cloud Puff from Erasmus to ignore BYA/AYA damage
Recharge Blessing of the Gods to add Wisdom skill and the Bludgeoning trait, reveal Amulet of Mighty Fists to add 1d4 and the Magic trait, subtract 1 for each die rolled
Combat 8+1=9: 3 + 2 + 4 + 1 + 1d4 - 3 ⇒ 3 + 2 + 4 + 1 + (3) - 3 = 10 defeated, banished
An dark-robed woman has been stalking Athnul since she got to the tombs. She waits for the his of the Cloud Puff fungi to release its spores in a cloud and then jumps the enchanter. A few quick strikes render her unconscious before she can raise her staff.
Discard Compass to explore top card (ignoring 1, 5 and 8):
Random top card: 1d9 + 1 ⇒ (2) + 1 = 3
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
Discard Blessing of the Gods, recharge Yoon's Blessing of the Elements and Erasmus' Blessing of the Elements to add 3 dice.
Dexterity 8: 4d6 ⇒ (1, 4, 2, 3) = 10 acquired
Athnul reaches her hand out to poke the unconscious enchanter to make sure she's out. She feels a small surge of electrical energy and realizes there is a chakram holstered to her belt. She takes the magical chakram for herself.
Reset hand and end turn
Hand: Splint Mail (Raheli's), Riding Horse, Amulet of Mighty Fists, Blessing of the Quartermaster 2, Silver Balladeer,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available. Dice re-roll used in 3-1C: Y
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ X ] +1 [ ] +2 [ ] +3 [ ] +4
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [ ] 6 [ ] 7
Proficient with:
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)
Erasmus the Greenseer |
Hand Update
Hand: Shock Longbow +1, Key of the Second Vault , Blessing of the Gods 1, Mind Thrust, Stalking Armor, Goblinvine, Vine Leshy,
Displayed: Spirit Relatives: VELDIRA,
Deck: 8 Discard: 2 Buried: 2
Notes: Blessing Available
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Yoon - 勝20100 |
Forgot to draw an item from the box after defeating mining construct. That means one less card drawn and also one less card healed.
After my turn, Athnul recharged Yoon’s blessing of the elements
Hand (Size 5): Gom-Gom (Item), Elemental Ascetic (Ally), Pyrotechnic Blast (Spell), Embalming Fluid (Item)
Deck: 8 Discard: 2 Buried: 2
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Phantom Shield can be used to reduce damage by 1 at my location (applies to damage to one character for a turn)
Use my blessings as needed.
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
BR Elinnea |
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules:
Imanish
Villain 1
Type: Monster
Traits: Outsider
To Defeat: Combat 9
Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
Blightwing
Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Acid Pool
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.
Mining Construct
Henchman B
Type: Monster
Traits: Construct
To Defeat: Combat 10
The Mining Construct is immune to the Mental and Poison traits.
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.
Turn: 11, Raheli/Akaitora
Monsters
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11 The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6 The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Barriers
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier C
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Weapons
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2 Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Weapon C
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Spells
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4 For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Armors
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Armor 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.
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Items
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.
Item C
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6 Recharge this card to add 1d8 to your Craft or Disable check.
Item B
Traits:
Liquid
Magic To Acquire:
Intelligence
Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Item 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.
Item B
Traits:
Liquid
Fire
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Allies
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4 Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally C
Traits:
Half-Orc
Fighter To Acquire:
Charisma
Diplomacy 7 Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7 Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7 Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 19
Blessings Deck
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
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.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
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.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Thoth
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Golden Lake
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/20100,
Location #2: Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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.
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10 The Mining Construct is immune to the Mental and Poison traits.
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
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.
Item 1
Traits:
Trigger
Object
Magic
Thoth To Acquire:
Knowledge
Wisdom
Divine 7 When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
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.
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Location #3: Quarry
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: Hot Springs
Closed
At This Location: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/NathanDavis, Raheli/Akaitora, Drelm/MatsuKurisu,
Location #5: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
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.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
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.
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
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.
Location #6: Stonework Passages
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #7: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9 Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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.
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Raheli - Akaitora |
During Drelm's turn. Raheli heals 4 cards.
Starting Raheli's turn under Blessing of the Ancients.
Raheli will move to the Peasant Tombs. She will explore to encounter Card 1: Acid Mantis. For her combat check, she will recharge Tussah Silk Cloak to use her Dexterity die +1d8 and add the piercing and magic traits to her check. She will also reveal Binder's tome to add +1d4 and the mental trait.
CtD Combat, Dexterity 9: 1d10 + 1d8 + 1d4 + 1 ⇒ (6) + (3) + (2) + 1 = 12
Raheli will displays Talisman Crafter and a random item which can be used as if in her hand:
Canteen
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.
Raheli will discard Crow to explore again and encounter Card 2: Acid Pool!.
For her check to defeat, Raheli will recharge Binder's Tome, Amulet of Life and Canteen (which gets banished at the same time Talisman Crafter gets discarded) to add +3d4. I will also ask Athnul to recharge her Blessing of the Quartermaster to add a die and all-but ensure our success.
CtD Intelligence 10: 2d8 + 3d4 ⇒ (5, 7) + (3, 1, 3) = 19
To close the location, I will bury Remove Curse. Peasant Tombs are now closed. Raheli ends her turn and resets her hand.
Hand: Bestiary of Garund, Blessing of the Elements, Phantasmal Minion, Blessing of the Elements 2, Conch Shell, Codex,
Displayed: Snapping Turtle,
Deck: 6 Discard: 3 Buried: 1
"Notes:
-Use these cards without asking if: Blessings for checks against henchmen/villain and for checks to close. Blessings if they would recharge.
-Available for use (ask first): Blessings for cases not covered above.
"
Sideboard cards:
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
Powers:
"For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
"
"On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.
"
Drelm {UI} - Matsu Kurisu |
Turn Order
Raheli, Drelm , Erasmus, Yoon, Athnul,
Blessing = 1 / Blessing of Abadar
Start of Turn
At: Hot Springs
Give: No
Move: #2: Precious Mine
Free Explore = 1: Ghost Battling Ring, Item C, Divine 8
Divine 8: 1d8 + 1 + 3 ⇒ (6) + 1 + 3 = 10 - Acquired
Discard Blessing of the Spy explore +1d = 2: Mining Construct, Henchman C, Construct, Combat 10
Construct trait is increased by 1d6: 1d6 ⇒ 2
Melee 1d10+2, Blessing of the Spy +1d10, Erasmus Blessing of the Gods 1 +1d10 Didn't think I could play my own boGods as I have a Spy adding die in this check
Combat 12(10+2): 1d10 + 2 + 1d10 + 1d10 ⇒ (7) + 2 + (7) + (8) = 24 - Banished
#2: Precious Mine.Attempt to close Melee 7
After some GoogleFu I have found that the Blessing of the Spy does apply - Vic Post on exploration duration
Melee 1d10+2, Blessing of the Spy +1d10
Melee 7: 1d10 + 2 + 1d10 ⇒ (9) + 2 + (3) = 14 - Closed
Precious Mine On close. Acquire
Item C, Traits: Accessory, Tool To Acquire: Intelligence, Craft, Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
End of Turn
Discard Chain Mail, ac Ghost Battling Ring
Draw Blessing of the Gods, Blessing of the Ancients, Blessing of Abadar, Cure 2
Summary
Location = #2: Precious Mine - CLOSED
Acquired = 1: Ghost Battling Ring
Banished = 2: Mining Construct
Examined =
From Box = Item#2 Burglar's Bracers
Displayed =
Give =
Used = Erasmus Blessing of the Gods 1
Other =
Hand: Find Traps, Blessing of the Gods, Blessing of the Ancients, Blessing of Abadar, Cure 2, ,
Displayed: Gambeson, , , , , ,
Deck: 8 Discard: 5 Buried: 0
"Notes: Find Traps: +2d vs Barrier. BoGods & Ancients: +1d vs any. BoAbadar: +2d vs Barrier or +1d any. Available
Use Find Traps first vs Barrier"
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Erasmus the Greenseer |
Pharasma Hour
Recharge Vine Leshy to add 1 to all checks
Move to Ruined Temple and Free Explore
Encounter Elemental Treaty
Divine 4: 1d6 + 1d4 + 1 + 1 ⇒ (2) + (1) + 1 + 1 = 5
Hand: Shock Longbow +1, Key of the Second Vault , Elemental Treaty, Blessing of the Gods 2, Mind Thrust, Stalking Armor, Goblinvine,
Displayed: Spirit Relatives: VELDIRA,
Deck: 8 Discard: 3 Buried: 2
Notes: Elemental Treaty, Blessing, and Key of the Second Vault
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Yoon - 勝20100 |
Hour of the Elements
Move to Ruined temple, only non closed location
Explore card #2: Imanish Villain
BYA Wisdom 8, autofail
Encounter Blightwing
Use power to use Fortitude+d8, discarding Pyrotechnic Blast for an extra d6, recharge Elemental Ascetic for d6, display Gom-Gom for a d4, -1 per die due to fire
Combat 13: 1d10 + 3 + 1d8 + 2d6 + 1d4 - 5 ⇒ (1) + 3 + (2) + (3, 6) + (1) - 5 = 11
2 damage, so all card in hands, and suffer Curse of Vulnerability
The water put out the fire blast Yoon is using to damage Blightwing, and she gets hurt before getting rid of it.
Encounter Imanish
Athnul’s Blessing of the Quartermaster discarded, Raheli’s Blessing of the Elements discarded, Drelm’s Blessing of the Ancients recharged, Erasmus Blessing of the Gods 2 discarded
Combat 9: 5d4 ⇒ (4, 3, 4, 2, 3) = 16
Yoon sees that her fire doesn’t do any damage, so she grabs starts punching Imanish. All the party sheer for her, praying anything that she wins, and she manages to defeat the villain
BR Elinnea |
Development
After defeating the doru and dismantling the constructs, you see the Taldan with the foppish hat in the distance. Could she have used the div as a delaying tactic? Fortunately, whatever spell granted her such speed on land isn't helping her swim, so you're able to start slowly closing the distance to her.
As she reaches the far edge of the Aspis dig site, you feel a knot in the pit of your stomach. When Norden Balentiir told you not to head past the boundaries of the dig site, you somehow knew that you were going to wind up going past them anyway. But this seems crucial, so you sigh inwardly and press on.
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the loot Spear of the Watchful Guardian and 1 character may temporarily replace 1 armor in her deck with the loot Scarab Buckler. At the end of each scenario, return the cards to the game box.
Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
To Acquire: None
Reveal this card to add 1d6 to your Perception check.
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.
Loot B
Type: Armor
Traits: Shield Alchemical Healing
To Acquire: None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3.
If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.
BR Elinnea |
3-1D: Under Pressure
As you follow the Taldan infiltrator deeper into the ruins of Shotep-Kara, you don't allow yourself the luxury of examining the archaeological marvels around you. You must stay focused lest she try another trick to shake you off her tail. She enters a strange domed edifice of opaque glass, relatively intact compared to its neighbors. You open the door to follow her inside, shocked to find that the building's entrance repels the water around it. Why would that...
In a flash, you remember Norden Balentiir's briefing: Shotep-Kara had strange extradimensional portals, altered spaces, and connections to the Elemental Planes themselves. The inside of this building might not even be in the same dimension as the city around it! It might have been ensorcelled to prevent the elements from reaching the inside—inadvertently handy if the city were to, say, be swallowed by the ocean after a series of earthquakes and tsunamis. The inside of the building is full of Ancient Osirian hieroglyphics. Fortunately, you learned to read them during training, part of the reason the venture-captain chose you for this mission. The text dates this building to the early Age of the Black Sphinx, over 6,000 years ago, coinciding with the reign of the Four Pharaohs. Skimming the hieroglyphics as you glance around for the woman in the foppish hat, you not that this place was a repository for reports by scholars and archaeologists loyal to the Four Pharaohs. The walls honor the sacrifices of their fallen on behalf of the gods Nethys and Thoth. You follow the woman's trail to a strange altar, though she is nowhere in sight.
"Impressive, following me here," she calls out from somewhere nearby, in Ancient Osiriani of all languages, "but it ends here. Guardians, destroy the intruders!"
During This Adventure:
The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario:
Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins "When this location is closed" on these 2 spells.
Random locations: 1d7 ⇒ 2 1d7 ⇒ 7
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.
Additional Rules:
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Velriana Hypaxes
Villain 1
Type: Monster
Traits: Human Wizard Aristocrat
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Graven Guardian of Nethys
Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Golem
Henchman B
Type: Monster
Traits: Construct Alchemical
To Defeat: Combat 10
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 0
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #2: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Elemental Treaty
Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #4: Hall of Blessed Rebirth
At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #7: Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Elemental Treaty
Athnul - WilderRedbeard |
Athnul swaps in Sacred Candle for Wandermeal
She will also visit the basic boon trader and take a Blessing of the Ancients for Riding Horse
Athnul will start at the Glass Pavilion
Hand: Blessings of the Gods 3, Compass, Silver Balladeer, Sacred Candle, Blessing of the Quartermaster 3,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available. Sacred Candle will be buried to acquire a Blessing 1 from the top of the blessings discard pile at a convenient time before the end of the player's turn. Dice re-roll used in 3-1D: N
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ X ] +1 [ ] +2 [ ] +3 [ ] +4
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [ ] 6 [ ] 7
Proficient with:
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)
Erasmus the Greenseer |
Taking Spirit Relatives: VELDIRA again.
Sunburst Market: Replace Vine Leshy with Elemental Treaty
Replace Stalking Armor with Scarab Buckler
Valdira leads Erasmus to a place of relative safety, the Mausoleum.
Hand: Shock Longbow +1, Blessing of the Elements, Elemental Treaty, Possession, Blessing of the Gods 1, Blessing of the Gods 2,
Displayed: Spirit Relatives: VELDIRA,
Deck: 9 Discard: 0 Buried: 0
Notes: Blessings available. Elemental Treaty at location. Will likely move on my turn to post Elemental Treaty somewhere else.
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Raheli - Akaitora |
Replacing Bestiary of Garund with Token of Remembrance.
Visiting Sunburst market to replace steal book with Elemental Treaty.
Raheli will start at the Embalming Parlor .
Hand: Elemental Treaty, Remove Curse, Talisman Crafter, Crow, Binder's Tome, Phantasmal Minion,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Notes:
-Use these cards without asking if: Blessings for checks against henchmen/villain and for checks to close. Blessings if they would recharge.
-Available for use (ask first): Blessings for cases not covered above.
"
Sideboard cards:
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
Powers:
"For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
"
"On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.
"
Drelm {UI} - Matsu Kurisu |
Drelm - Start
- 3-1D: UNDER PRESSURE
Trader
- Sunburst Market
= Blessing of the Ancients In, Sage's Journal out
Card Upgrade
- Armor B
= Patrician's Armor in, Chain Mail out
Loot swaps
= Spear of the Watchful Guardian in, Longsword 2 out
Starting location
- Hall of Blessed Rebirth
Starting Hand
Hand: Patrician's Armor, Spear of the Watchful Guardian, Rapier, Spyglass, Blessing of the Spy, ,
Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing of the Spy DOES NOT SUPPORT, Self only
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Yoon - 勝20100 |
From Sunburst Market, exchange Fire Ward Gel for Blessing of the Elements
Start at Embalming Parlor
Hand (Size 5): Fan of Flames (Spell), Haki (Weapon), Blessing of the Spellbound 1 (Blessing), Pyrotechnic Blast (Spell), Sign of the Pack (Blessing)
Deck: 10 Discard: 0 Buried: 0
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Phantom Shield can be used to reduce damage by 1 at my location (applies to damage to one character for a turn)
Use my blessings as needed.
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
BR Elinnea |
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins "When this location is closed" on these 2 spells.
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.
Velriana Hypaxes
Villain 1
Type: Monster
Traits: Human Wizard Aristocrat
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Graven Guardian of Nethys
Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Golem
Henchman B
Type: Monster
Traits: Construct Alchemical
To Defeat: Combat 10
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Additional Rules:
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.
Turn: 1, Athnul/WilderRedbeard
Monsters
Monster C
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Barriers
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 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.
Weapons
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
Spells
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 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.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Items
Item B
Traits:
Liquid
Magic To Acquire:
Intelligence
Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5 When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item C
Traits:
Object
Magic
Abadar To Acquire:
Disable
Perception
Arcane
Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item B
Traits:
Trigger
Object
Magic
Horus To Acquire:
Dexterity
Knowledge
Divine 6 When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Allies
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 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.
Ally 1
Traits:
Human
Smuggler To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally 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.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Remaining: 29
Blessings Deck
Blessing of Thoth
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.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
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.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
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.
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.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
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.
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8 During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
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.
Henchman 1
Type: Monster
Traits:
Construct
Nethys
Inquisitor
Veteran
To Defeat:
ArcaneDivine 9
OR Combat 12 The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8 If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Erasmus/NathanDavis, Elemental Treaty (scenario)
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7 After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Villain 1
Type: Monster
Traits:
Human
Wizard
Aristocrat
To Defeat:
Combat 13 Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Henchman B
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10 The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Ally C
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Location #4: Hall of Blessed Rebirth
At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu,
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.
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #5: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Location #6: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
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.
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.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Location #7: Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Raheli/Akaitora, Yoon/20100, Elemental Treaty (scenario)
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
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.
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.
Spell C
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Athnul - WilderRedbeard |
Athnul hears the voice of the woman in the foppish hat echo through the glass pavillion. She's not sure who the "Guardians" are that the woman was referring to but she's sure she's not looking forward to meeting them.
Start of turn: Examine top card of deck
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.
Encounter card
Recharge Blessing of the Quartermaster to add extra die
Divine 5: 2d4 ⇒ (3, 2) = 5 acquired
Discard Compass to explore card #2:
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 BoWadjet to add 1d4
Wisdom 6: 1d10 + 1 + 1d4 ⇒ (4) + 1 + (3) = 8 acquired
Feeling the strength of the gods behind her, Athnul knows she's in the right place. She continues cautiously but confidently in search of the Taldan woman.
Discard Blessing of the Gods to explore card #3:
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Reveal BoWadjet
Wisdom 6: 1d10 + 1 + 1d4 ⇒ (9) + 1 + (2) = 12 acquired
Discard Blessing of the Elements to explore next card
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.
Reveal BoWadjet
Intelligence 5: 2d4 ⇒ (1, 1) = 2 failed, banish
Athnul approaches a shelf overfull with glass bottles. One contains a scroll which she opens to reveal another inscribed parchment. While placing the bottle back on the shelf she knocks a bottle of orange liquid off the shelf and it crashes loudly to the ground. She scans the pavillion to ensure no "Guardians" were alerted to her prescence.
Discard Silver Balladeer to explore next card:
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Reveal Blessing of Wadjet to evade encounter
Shuffle location deck
The bottle falls directly on a moveable tile that depresses with a click. Athnul flips backward in a double hand-spring just as several spinning floor tiles fly toward her. She dusts herself off and takes a breath before continuing her exploration.
Reset hand and end turn
Hand: Remove Curse (acquired), Staff of Minor Healing, Amulet of Mighty Fists, Sacred Candle, Blessing of Wadjet (acquired),
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Sacred Candle will be buried to acquire a Blessing 1 from the top of the blessings discard pile at a convenient time before the end of the player's turn. Dice re-roll used in 3-1D: N
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ X ] +1 [ ] +2 [ ] +3 [ ] +4
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [ ] 6 [ ] 7
Proficient with:
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)
Raheli - Akaitora |
Starting Raheli's turn under Blessing of Thoth
At the start of her turn, the Elemental Treaty displayed at the Embalming Parlor is moved to:
Random other location (re-roll on 7): 1d7 ⇒ 6
Elemental Treaty moved to Catacombs .
Raheli displays Snapping g Turtle to gain Fortitude: Constitution and Arcane: Intwlligence. Raheli displays her Elemental Treaty next to Embalming Parlor.
Raheli explores and encounters Card 1:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
For her Charisma check, Raheli will reveal her Binder's Time to add +1d4.
CtD Charisma 8: 1d6 + 1d4 ⇒ (5) + (4) = 9
Raheli discards Crow to explore again and encounter Card 2:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
BYA, Raheli is dealt 2 cold damage, reduced by 1. Raheli discards Phantom Minion as damage. Then, for her combat check, she recharges Talisman Crafter to use her Dexterity+1d8. She will also reveal her Binder's Tome to add +1d4.
CtD Combat, Dexterity 9: 1d10 + 1d8 + 1d4 + 1 ⇒ (6) + (8) + (1) + 1 = 16
AYA, Raheli reduces Poison damage to her by a total of 5 to 0 by putting Snapping Turtle on top of her deck. Then she will end her turn and reset her hand. At the start of the Drelm's turn, Raheli will display Snapping Turtle again.
Hand: Fox, Remove Curse, Conch Shell, Token of remembrance, Binder's Tome,
Displayed: Elemental Treaty, Snapping Turtle,
Deck: 7 Discard: 2 Buried: 0
"Notes:
-Use these cards without asking if: Remove Curse. Fox (+1d4 on Int or Wis non-combat check). Binder's Tome (+1d4 and Mental trait on Combat or Charisma checks)
-Available for use (ask first):
"
Sideboard cards:
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
Powers:
"For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
"
"On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.
"
Drelm {UI} - Matsu Kurisu |
Turn Order
Athnul, Raheli, Drelm , Erasmus, Yoon,
Blessing = 2 / Blessing of Pharasma
Start of Turn
At: #4: Hall of Blessed Rebirth
Give: No
Move: No
Discard Spyglass, Examine top 2 and rearrange
2: Blessing of Abadar, Blessing C, Divine 5
1: Khelru, Ally 1, Divine 9
Free Explore = 2: Blessing of Abadar, Blessing C, Divine 5
Divine 1d8+1+3
Divine 5: 1d8 + 1 + 3 ⇒ (5) + 1 + 3 = 9 - Acquired
Discard Blessing of the Spy explore +1d = 1: Khelru, Ally 1, Divine 9
If you fail to acquire this card, discard the top card of the blessings deck.
Divine 1d8+1+3, Blessing of the Spy +1d8
Divine 9: 1d8 + 1 + 3 + 1d8 ⇒ (6) + 1 + 3 + (5) = 15 - Acquired
End of Turn
Draw - nil
Summary
Location = #4: Hall of Blessed Rebirth
Acquired = 1: Khelru, 2: Blessing of Abadar, 3: Blessing of Wadjet
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Patrician's Armor, Spear of the Watchful Guardian, Rapier, ac Blessing of Wadjet, ac Blessing of Abadar, ,
Displayed: , , , , , ,
Deck: 10 Discard: 3 Buried: 0
"Notes: BoAbadar: +2d vs barrier or +1vs any. Available
BoWadjet: +2d8 vs acquire. Prefer only on AD1 boon that someone really wants"
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
BR Elinnea |
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins "When this location is closed" on these 2 spells.
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.
Velriana Hypaxes
Villain 1
Type: Monster
Traits: Human Wizard Aristocrat
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Graven Guardian of Nethys
Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Golem
Henchman B
Type: Monster
Traits: Construct Alchemical
To Defeat: Combat 10
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Additional Rules:
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.
Turn: 4, Erasmus/NathanDavis
Monsters
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11 The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 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
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Weapons
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite To Acquire:
Strength
Melee
Arcane 9 For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6 For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Spells
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4 For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Armors
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 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.
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Items
Item C
Traits:
Tool
Basic To Acquire:
Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6 Recharge this card to add 1d8 to your Craft or Disable check.
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Wisdom
Knowledge 3 Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item B
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Allies
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7 Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7 Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 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.
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7 Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Blessings
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 26
Blessings Deck
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
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.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8 If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
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.
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8 During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Henchman 1
Type: Monster
Traits:
Construct
Nethys
Inquisitor
Veteran
To Defeat:
ArcaneDivine 9
OR Combat 12 The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Erasmus/NathanDavis, Elemental Treaty (scenario)
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7 After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Villain 1
Type: Monster
Traits:
Human
Wizard
Aristocrat
To Defeat:
Combat 13 Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Henchman B
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10 The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Ally C
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Location #4: Hall of Blessed Rebirth
At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu,
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #5: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Elemental Treaty (scenario)
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
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.
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.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Location #7: Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Raheli/Akaitora, Yoon/20100, Elemental Treaty (Raheli)
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
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.
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.
Spell C
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Drelm {UI} - Matsu Kurisu |
Drelm - completion of turn
Added bit missing from copy/paste
Discard ac Khelru: Examine and may explore = 3: Blessing of Wadjet, Blessing B, Divine 5
Divine 1d8+1+3
Divine 5: 1d8 + 1 + 3 ⇒ (6) + 1 + 3 = 10 - Acquired
End of Turn
Draw - nil
Summary
Location = #4: Hall of Blessed Rebirth
Acquired = 1: Khelru, 2: Blessing of Abadar, 3: Blessing of Wadjet
Banished =
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Patrician's Armor, Spear of the Watchful Guardian, Rapier, ac Blessing of Wadjet, ac Blessing of Abadar, ,
Displayed: , , , , , ,
Deck: 10 Discard: 3 Buried: 0
"Notes: BoAbadar: +2d vs barrier or +1vs any. Available
BoWadjet: +2d8 vs acquire. Prefer only on AD1 boon that someone really wants"
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Erasmus the Greenseer |
Ra Time
Start of Turn, recharge Possession to add one to all checks
Erasmus takes a piece of protective magic from the Mausoleum an joins Athnul at the Glass Pavilion. There he and Veldira push power into the protective magic and sets up an Displays Elemental Treaty at the Glass Pavilion.
Free Explore
It seems Pavilion has a dangerous path down a glass shard littered Stabbing Spear Staircase
Perception 6: 1d6 + 1d4 + 4 + 1 ⇒ (4) + (3) + 4 + 1 = 12
Free Explore from Stabbing Spear Staircase
Erasmus bypasses the shards with care and finds a pane of glass with a rune of Acid Jet
Arcane 4: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Discard Blessing of the Gods 2 to Explore
Somehow the Bonecrusher Hyenamaster has tracked Erasmus here and looks for revenge.
Reveal Shock Longbow + 1
Combat 9: 1d8 + 1d8 + 1 + 1 ⇒ (1) + (7) + 1 + 1 = 10
Discard Acid Splash and Recharge Blessing of the Elements
Combat 9: 1d8 + 2 + 1d6 + 1d8 + 1 ⇒ (8) + 2 + (4) + (2) + 1 = 17
Recharge Acid Splash Arcane 6: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
After dropping a charging hyena with an arrow. Erasmus blasts the the Bonecrusher with the acidic power he just learned.
Hand: Shock Longbow +1, Blessing of the Green Faith 1, Blessing of the Green Faith 2, Demonbane Light Crossbow +1, Blessing of the Gods 1, Cloud Puff,
Displayed: Spirit Relatives: VELDIRA, Elemental Treaty,
Deck: 8 Discard: 1 Buried: 0
Notes: Blessings available (Green Faith Recharges).
Add 1d4 Combat to Another Location
Cloud Puff: Ignore BYA and AYA
@Glass Pavillion
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Glass Pavilion: Banished 1 and 3. Acquired 2. Elemental Treaty Displayed
Yoon - 勝20100 |
Hour of the Elements
Start of turn: Elemental treaty is now displayed at 1d6 ⇒ 6 Catacombs
No moving
Explore: Falling Rubble
Discard Pyrotechnic Blast to use Arcane+2d4 versus Obstacle barrier.
Dexterity 6: 1d8 + 2d4 ⇒ (7) + (4, 3) = 14
Recharge Blessing of the Spellbound 1 for recharge roll
Arcane 8: 2d8 ⇒ (7, 7) = 14
Rubble starts falling on Yoon but she uses her fire to clear the shield her and Raheli.
Use barrier extra explore. #2 is Warrior Dolls Henchman.
Use power to add d4 by discarding from deck, Blessing of the Gods 2 so add another d4, add 1 die due to fire, discard Haki to use Acrobatics +d4+d6
Combat 12: 2d10 + 2 + 1d6 + 3d4 ⇒ (8, 1) + 2 + (1) + (1, 2, 2) = 17 defeated by at least 2
As she sees dolls coming for her, Yoon takes her haki stick out and put it on fire. She bash the dolls one by one, as if playing haki.
Closing: Natron Zombie
Use power, revealing and discarding Fan of Flames for Fortitude +d8+d6, use power to discard from deck for d4, Blessing of the Spellbound 2 discarded so another d4, discard Sign of the Pack for an extra die
Combat 12+#=13: 2d10 + 3 + 1d8 + 1d6 + 2d4 ⇒ (6, 6) + 3 + (5) + (4) + (1, 4) = 29
Afer you act, no electricity so bury 1d5 ⇒ 1 Blessing of the Gods 2
As an undead comes to her, Yoon concentrates on making a big ball of flame that ungulf it.
No sounds seems to come from the place anymore Embalming Parlor is closed
[ooc]End of turn: draw 5 cards, heal 4, minus Haki that gets buried.
Hand (Size 5): Elemental Ascetic (Ally), Phantom Shield (Spell), Remove Curse (Spell), Compass (Item), Social Climber (Ally)
Deck: 8 Discard: 0 Buried: 2
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Phantom Shield can be used to reduce damage by 1 at my location (applies to damage to one character for a turn)
Use my blessings as needed.
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
Erasmus the Greenseer |
Should have moved the Elemental Treaty at Mausoleum
Elemental Treaty Move: 1d6 ⇒ 3
Moved from Mausoleum to Hall of Blessed Rebirth
BR Elinnea |
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins "When this location is closed" on these 2 spells.
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.
Velriana Hypaxes
Villain 1
Type: Monster
Traits: Human Wizard Aristocrat
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Graven Guardian of Nethys
Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Golem
Henchman B
Type: Monster
Traits: Construct Alchemical
To Defeat: Combat 10
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Additional Rules:
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 6, Athnul/WilderRedbeard
Monsters
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Monster C
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9 When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Barriers
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8 When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier C
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
Weapons
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spells
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 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.
Items
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6 Recharge this card to add 1d8 to your Craft or Disable check.
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Allies
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally C
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4 Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5 Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 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
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
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.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard, Erasmus/NathanDavis, Elemental Treaty (Erasmus)
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8 During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Henchman 1
Type: Monster
Traits:
Construct
Nethys
Inquisitor
Veteran
To Defeat:
ArcaneDivine 9
OR Combat 12 The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here:
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7 After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Villain 1
Type: Monster
Traits:
Human
Wizard
Aristocrat
To Defeat:
Combat 13 Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Henchman B
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10 The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Ally C
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Location #4: Hall of Blessed Rebirth
At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Elemental Treaty (scenario)
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #5: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Location #6: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Elemental Treaty (scenario), Elemental Treaty (Raheli)
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
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.
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.
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Location #7: Embalming Parlor
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/Akaitora, Yoon/20100,
Athnul - WilderRedbeard |
On Raheli's turn, bury Sacred Candle to draw Blessing of Thoth (Blessing 1)
Start of turn: flipped Blessing of the Ancients
Elemental Treaty moves to random location: 1d7 ⇒ 1 random location: 1d7 ⇒ 3 Towering Obelisk
Pass Remove Curse (Spell B) to Erasmus
Recharge Staff of Minor Healing to recharge random discarded card: Blessing of the Elements
With Erasmus joining her to explore the Glass Pavilion, Athnul treads a little more carefully to avoid setting off any more traps.
Free explore of card #1:
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each character at your location is dealt 1 Fire damage.
Request Erasmus use Cloud Puff to ignore BYA power
Recharge Blessing of Thoth to add Wisdom skill and Bludgeoning trait, Reveal Amulet of Mighty Fists to add 1d4
Combat 9: 1d6 + 2 + 1d10 + 1 + 1d4 ⇒ (5) + 2 + (3) + 1 + (4) = 15 defeated, banished
The temperature in the room begins to rise. Athnul can't tell if its her or if its the heat from the glass building until she turns around to find a Magma Spirit has hurled a ball of fire toward her. It catches her off guard and singes her. Her amulet begins to glow eerily and she lashes out at the spirit in a spinning high kick that disables the spirit, then follows it with a quick jab to the face that dissipates the heat and eliminates the monster.
Reset hand and end turn
Hand: Amulet of Mighty Fists, Blessing of the Quartermaster 2, Mastiff, Frog, Blessing of Wadjet (acquired),
Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Blessing of the Quartermaster available. Dice re-roll used in 3-1D: N
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ X ] +1 [ ] +2 [ ] +3 [ ] +4
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [ ] 6 [ ] 7
Proficient with:
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)
Erasmus the Greenseer |
Hand Update
Hand: Shock Longbow +1, Blessing of the Green Faith 1, Blessing of the Green Faith 2, Demonbane Light Crossbow +1, Blessing of the Gods 1, Remove Curse,
Displayed: Spirit Relatives: VELDIRA, Elemental Treaty,
Deck: 8 Discard: 1 Buried: 1
Notes: Blessings available (Green Faith Recharges).
Add 1d4 Combat to Another Location
Remove Curse Available
@Glass Pavillion
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Raheli - Akaitora |
Raheli starts her turn under Blessing of Wadjet.
Raheli will move to the Catacomb. There, she will explore Card 1: Acid Mantis.
For her combat check, Raheli will recharge Remove Curse to use her Dexterity +1d8 and add a the Bludgeoning trait. She will also reveal her Binder's Tome to add +1d4 to her Combat check.
CtD Combat, Dexterity 9: 1d10 + 1d8 + 1d4 + 1 ⇒ (3) + (5) + (3) + 1 = 12
I'd rather not get rid of the Fox to explore again, so Raheli will end her turn here.
Hand: Fox, Blessing of the Gods, Conch Shell, Token of remembrance, Binder's Tome, Spellbook,
Displayed: Elemental Treaty, Snapping Turtle,
Deck: 6 Discard: 2 Buried: 0
"Notes:
-Use these cards without asking if: Remove Curse. Fox (+1d4 on Int or Wis non-combat check). Binder's Tome (+1d4 and Mental trait on Combat or Charisma checks)
-Available for use (ask first):
"
Sideboard cards:
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
Powers:
"For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
"
"On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.
"
Drelm {UI} - Matsu Kurisu |
Turn Order
Athnul, Raheli, Drelm , Erasmus, Yoon,
Blessing = 2 / Blessing of Nethys
Start of Turn
At: #4: Hall of Blessed Rebirth
Elemental Treaty Move 1-3,5-7: 1d6 ⇒ 5 - #6: Catacombs
Give: No
Move: No
Free Explore = 1: Skeletal Jackal, Monster B, Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Discard Rapier(Piercing) 1d10+2+3d4
Combat 11 (8+3): 1d10 + 2 + 3d4 ⇒ (5) + 2 + (3, 3, 3) = 16 - Banished
End of Turn
Draw - td Blessing of the Ancients
Summary
Location = #4: Hall of Blessed Rebirth
Acquired =
Banished = 1: Skeletal Jackal
Examined =
From Box =
Displayed =
Give =
Used =
Other =
Hand: Patrician's Armor, Spear of the Watchful Guardian, ac Blessing of Wadjet, ac Blessing of Abadar, td Blessing of the Ancients, ,
Displayed: , , , , , ,
Deck: 9 Discard: 4 Buried: 0
"Notes: BoAncients: +1d vs any. Freely use.
BoAbadar: +2d vs barrier or +1vs any. Available
BoWadjet: +2d8 vs acquire. Prefer only on AD1 boon that someone really wants"
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Erasmus the Greenseer |
So I can keep track...
3 Elemental Treaties at Catacombs and 1 at Towering Obelisk
And the only movement since updating was Raheli to Catacombs
Ra Day
Start of Turn, Recharge Demonbane Light Crossbow +1 to add one to all checks
Give card to Athnul: Blessing of the Green Faith 1
Divine
Basic
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to another character's check.
Discard this card to explore your location.
Seeing that Athnul has the situation well in hand and fist, Erasmus wishes her the fortune of the green and rushes to Raheli's side just in time to see her dismantle an Acid Mantis.
Warrior Dolls come to life around them. Erasmus' Shock Longbow swings into action.
Reveal Shock Longbow + 1 and discard Blessing of the Gods 1 to copy Blessing of Ra, with Fire trait, gain another die
Combat 10+1: 1d8 + 1d8 + 1 + 1d8 + 1d8 + 1 ⇒ (4) + (1) + 1 + (5) + (6) + 1 = 18
Erasmus taps into the fiery divine and shoots flaming arrow after flaming arrow until all the dolls are alight.
Close Wisdom 4 + 1: 1d6 + 1d4 + 1 + 1 ⇒ (3) + (2) + 1 + 1 = 7
Draw Random Animal Ally: Porcupine
With the constructs on fire a Porcupine crawls out from its hiding space and follows Erasmus and Raheli out of the Catacombs.
Three Elemental Treaties need to go to other locations
Random Other Location for Elemental Treaty 1: 1d6 ⇒ 4 Mausoleum
Random Other Location for Elemental Treaty 2: 1d6 ⇒ 2 Mausoleum
Random Other Location for Elemental Treaty 3: 1d6 ⇒ 2 Hall of Blessed Rebirth
Hand: Shock Longbow +1, Porcupine, Blessing of the Green Faith 2, Goblinvine, Mind Thrust, Remove Curse,
Displayed: Spirit Relatives: VELDIRA, Elemental Treaty,
Deck: 7 Discard: 2 Buried: 1
Notes: Blessing and Remove Curse Available
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Currently Elemental Treaties at the following location: 2 at Mausoleum, 1 at Hall of Blessed Rebirth, 1 at Towering Obelisk
Gave Card to Athnul: Blessing of the Green Faith 1
Closed Catacombs
Draw Random Ally: Porcupine
BR Elinnea |
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins "When this location is closed" on these 2 spells.
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.
Velriana Hypaxes
Villain 1
Type: Monster
Traits: Human Wizard Aristocrat
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Graven Guardian of Nethys
Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Golem
Henchman B
Type: Monster
Traits: Construct Alchemical
To Defeat: Combat 10
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Additional Rules:
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 10, Yoon/20100
Monsters
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster 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.
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Barriers
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Weapons
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.
Spells
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 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.
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armors
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Items
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Item B
Traits:
Liquid
Fire
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Item C
Traits:
Object
Magic
Abadar To Acquire:
Disable
Perception
Arcane
Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
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
Ally B
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally 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.
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4 Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally 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.
Blessings
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Top of Blessing Discard Pile:
Blessing 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.
Blessings Remaining: 20
Blessings Deck
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
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.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/WilderRedbeard,
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8 During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Henchman 1
Type: Monster
Traits:
Construct
Nethys
Inquisitor
Veteran
To Defeat:
ArcaneDivine 9
OR Combat 12 The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Elemental Treaty (scenario), Elemental Treaty (Raheli)
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7 After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Villain 1
Type: Monster
Traits:
Human
Wizard
Aristocrat
To Defeat:
Combat 13 Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Elemental Treaty (Erasmus)
Henchman B
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10 The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Ally C
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Location #4: Hall of Blessed Rebirth
At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Elemental Treaty (scenario)
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #5: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/NathanDavis, Raheli/Akaitora,
Location #7: Embalming Parlor
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/20100,
Yoon - 勝20100 |
Hour of Ra
Move to Towering Obelisk
Explore, #1 is Alchemical Golem Henchman
A Golem, the bane of any caster… discard from deck to add d4, Sign of the Pack so another d4
Combat 10: 3d4 ⇒ (3, 4, 4) = 11 got lucky there
The alchemical golem resist all Yoon’s blast, but she manages to put stuff on fire and throw it at the thing, damaging it at a critical spot.
Close: Aghash
Use power and discard Phantom Shield for Fortitude+d8+d6, use power to discard from deck for d4 (Gom-Gom), recharge Elemental Ascetic for a d6
Combat 11+##=13: 1d10 + 3 + 1d8 + 1d6 + 1d4 + 1d6 ⇒ (2) + 3 + (6) + (6) + (2) + (5) = 24
An elemental comes for her, and this one is not immune to her blast so Yoon burns it down.
Towering Obelist is closed
Recharge compass to move to Mausoleum and examine #1 is Lightning Storm .
Elemental treaty 1: 1d6 ⇒ 3 Towering Obelisk
Elemental treaty 2: 1d6 ⇒ 1 Glass Pavilion
End of turn: draw 3, heal 3 minus Phantom Shield
Hand (Size 5): Remove Curse (Spell), Social Climber (Ally), Blessing of the Spellbound 1 (Blessing), Blessing of the Elements (Blessing), Fan of Flames (Spell)
Deck: 7 Discard: 0 Buried: 3
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Phantom Shield can be used to reduce damage by 1 at my location (applies to damage to one character for a turn)
Use my blessings as needed.
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
Athnul - WilderRedbeard |
Start of turn: flip Blessing of the Elements
Move Elemental Treaty to: 1d6 + 1 ⇒ (5) + 1 = 6 Catacombs
Examine top card of location deck: Hurtling Tiles Trap
Athnul waves to Erasmus and continues through the Glass Pavilion.
Free explore of card #1:
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Perception 6: 1d10 + 3 ⇒ (8) + 3 = 11 defeated, banished
As she turns back, she feels the taughtness of a string across her ankle. She stops in an instant and manages to avoid breaking the trip wire.
Free explore from Hurtling Tiles Trap:
Henchman 1
Type: Monster
Traits:
Construct
Nethys
Inquisitor
Veteran
To Defeat:
Arcane Divine 9
OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Recharge Frog to add Wisdom skill and the Bludgeoning trait to Melee combat check, reveal Amulet of Mighty Fists for d4, request Erasmus recharge his Blessing of the Green Faith for extra d6
Combat 12+1=13: 2d6 + 2 + 1d10 + 1 + 1d4 ⇒ (3, 3) + 2 + (1) + 1 + (4) = 14 defeated
Recharge Blessing of the Quartermaster for location close check: Wisdom 5+1=6: 2d10 + 1 ⇒ (9, 10) + 1 = 20 location closed
Athnul feels the rumble of a large creature and springs into action. She channels the agility of her frog and leaps off the wall, driving a knee into the side of the contructs head. As it topples, she fires a few well-placed blows into critical areas of weakness, rendering the guardian incapacitated.
Reset hand and end turn
Hand: Amulet of Mighty Fists, Mastiff, Blessing of Wadjet (acquired), Blessing of the Green Faith (Erasmus'), Blessings of the Gods 2,
Displayed:
Deck: 11 Discard: 3 Buried: 1
Notes: Blessings available (ask before using Wadjet). Dice re-roll used in 3-1D: N
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ X ] +1 [ ] +2 [ ] +3 [ ] +4
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [ ] 6 [ ] 7
Proficient with:
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ( [ X ] Then you may recharge that blessing to explore your location.)
BR Elinnea |
On Yoon's turn, the treaties at the Mausoleum should still be there but the treaty at the Towering Obelisk should have moved. I'll use the first roll to determine where it goes, which puts it at the Hall of Blessed Rebirth.
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins "When this location is closed" on these 2 spells.
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.
Velriana Hypaxes
Villain 1
Type: Monster
Traits: Human Wizard Aristocrat
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Graven Guardian of Nethys
Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Golem
Henchman B
Type: Monster
Traits: Construct Alchemical
To Defeat: Combat 10
The Alchemical Golem is immune to the Attack, Mental and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Additional Rules:
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 12, Raheli/Akaitora
Monsters
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.
Monster C
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10 The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barriers
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7 When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6 If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8 When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7 If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapons
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spells
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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.
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Items
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item 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.
Item B
Traits:
Liquid
Fire
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Allies
Ally C
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5 Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally 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.
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Top of Blessing Discard Pile:
Blessing 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.
Blessings Remaining: 18
Blessings Deck
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
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.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Glass Pavilion
Closed
At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/WilderRedbeard,
Location #2: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Yoon/20100, Elemental Treaty (scenario), Elemental Treaty (Raheli)
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7 After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Villain 1
Type: Monster
Traits:
Human
Wizard
Aristocrat
To Defeat:
Combat 13 Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
Location #3: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: Hall of Blessed Rebirth
At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/MatsuKurisu, Elemental Treaty (scenario), Elemental Treaty (Erasmus)
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #5: 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
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.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/NathanDavis, Raheli/Akaitora,
Location #7: Embalming Parlor
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Raheli - Akaitora |
I messed up and my post got eaten, so reposting without flavor.
Raheli's turn starts under Blessing of Horus.
Raheli moves to the Hall of Blessed Rebirth. She explores to encounter Crystalline Stalker. For her combat check, she recharges Conch Shell to use her Dexterity+1d8 and add the Bludgeoning trait. She also recharges her Token of Remembrance to add +1d4. Finally, she reveals her Binder's Tome to add +1d4 and the mental trait.
CtD Combat, Dexterity 9: 1d10 + 1d8 + 2d4 + 1 ⇒ (10) + (8) + (4, 3) + 1 = 26
Success. Raheli discard Fox to explore again and encounter Card 2: Void Glyph. For her check to defeat, she recharges Binder's tome to add +1d4. She also reveals her Spellbook to add another +1d4.
CtD Arcane 8: 1d8 + 2d4 + 2 ⇒ (6) + (1, 2) + 2 = 11
Defeated. Raheli ends her turn and resets her hand.
Hand: Amulet of Life, Blessing of the Gods, Codex, Blessing of the Elements 2, Blessing of the Elements, Spellbook,
Displayed: Elemental Treaty, Snapping Turtle,
Deck: 5 Discard: 3 Buried: 0
"Notes:
-Use these cards without asking if: Blessing if they would recharge
-Available for use (ask first): Blessings
--If someone could heal Raheli, that'd be pretty cool. As it stands, I'd prefer you don't use Raheli's blessings unless absolutely neccesary; else, she risks death.
"
[b]Sideboard cards:
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
Powers:
"For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
"
"On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.
"
Drelm {UI} - Matsu Kurisu |
Turn Order
Athnul, Raheli, Drelm , Erasmus, Yoon,
Blessing = 1 / Blessing of the Elements
Start of Turn
At: #4: Hall of Blessed Rebirth
Elemental Treaty Move #2,#5: 1d2 ⇒ 1 - #2: Mausoleum
Elemental Treaty 2 Move #2,#5: 1d2 ⇒ 2 - #5: Ruined Temple
Give: No
Move: No
Free Explore = 3: Malfunctioning Deathtrap, Barrier B, Trap, Disable 5
Disable 1d8+1+2, Drelm vs Trap +1d8+1+3
Disable 5: 1d8 + 1 + 2 + 1d8 + 1 + 3 ⇒ (4) + 1 + 2 + (8) + 1 + 3 = 19 - Banished
Finnaly Drelm finds a trap :-). First time ever
Recharge td Blessing of the Ancients explore = 4: Acid Jet, Spell B, Divine 6
Divine 1d8+1+3, reveal ac Blessing of Wadjet +1d4
Divine 6: 1d8 + 1 + 3 + 1d4 ⇒ (8) + 1 + 3 + (2) = 14 - Acquired
Discard ac Blessing of Abadar explore = 5: Ghost Scorpion, Monster B, Combat 9
Discard ac Acid Jet 1d8+1+3+1d6
Combat 9: 1d8 + 1 + 3 + 1d6 ⇒ (4) + 1 + 3 + (2) = 10 - Banished
Recharge Acid Jet: Divine 8: 1d8 + 1 + 3 ⇒ (5) + 1 + 3 = 9 - recharged
End of Turn
Draw -Cure, Find Traps
Start of Erasmus Turn
Cure Raheli Heal: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Cure: Divine 8: 1d8 + 1 + 3 ⇒ (5) + 1 + 3 = 9 - recharged
Summary
Location = #4: Hall of Blessed Rebirth -
Acquired = 4: Acid Jet
Banished = 3: Malfunctioning Deathtrap, 5: Ghost Scorpion
Examined =
From Box =
Displayed =
Give =
Used =
Other = Raheli Heal 3
Hand: Patrician's Armor, Spear of the Watchful Guardian, ac Blessing of Wadjet, Find Traps, , ,
Displayed: , , , , , ,
Deck: 10 Discard: 5 Buried: 0
"Notes: Find Traps: +2d vs barrier. Freely use.
BoWadjet: +2d8 vs acquire. Prefer only on AD1 boon that someone really wants"
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Erasmus the Greenseer |
Elemental Treaty moves to random other not random other open.
Elemental Treaty at Hall of Blessed Rebirth moves to random other location: 1d6 ⇒ 5 Glass Pavilion
Elemental Treaty at Hall of Blessed Rebirth moves to random other location: 1d6 ⇒ 1 Catacombs
Ancient Times
Start of turn, recharge Mind Thrust and Remove Curse to add 2 to all checks
Drelm and Raheli know that something menacing is coming after them in the Hall of Blessed Rebirth, though their hands are full presently. Erasmus readies his bow to join them.
Sure enough, more Warrior Dolls begin to swarm.
Reveal Shock Longbow + 1. Recharge Raheli's Blessing of the Gods
Combat 10+2: 1d8 + 1d8 + 1 + 1d8 + 2 ⇒ (5) + (4) + 1 + (6) + 2 = 18
Raheli's prehensile hair feeds Erasmus arrows, allowing him more speed to fire than he's ever had before. As a result the dolls lay inert around them.
Close Divine 7: 1d6 + 1d4 + 1 + 2 ⇒ (2) + (3) + 1 + 2 = 8
Veldira gets to work sanctifying the hall so nothing further will harm us here.
Hand: Shock Longbow +1, Porcupine, Harrow Deck, Scarab Buckler, Searing Flesh, Possession, Goblinvine,
Displayed: Spirit Relatives: VELDIRA, Elemental Treaty,
Deck: 6 Discard: 2 Buried: 1
Notes: Nothing to share.
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Revised Drelm's Elemental Treaty moves
Closed Hall of Blessed Rebirth
Recharged Raheli's Blessing of the Gods
Yoon - 勝20100 |
Hour of Pharasma
Start of turn, elemental treaty run away from Mausoleum:
1d6 ⇒ 2 Towering Obelisk
1d6 ⇒ 4 Ruined Temple
Explore: lightning storm displayed at Mausoleum
Discard Blessing of the Spellbound 1 to Explore. #2 is Death Hound
Use power, reveal Remove Curse to use Fortitude +d8
Combat 7: 1d10 + 3 + 1d8 ⇒ (10) + 3 + (8) = 21
Use power, reveal Remove Curse to use Fortitude +d8
Combat 7: 1d10 + 3 + 1d8 ⇒ (3) + 3 + (7) = 13
AYA: both check≥11 so no curse.
A mean looking hound starts howling at Yoon, she starts hurling fire blast at it. “Bad doggy”
Discard Social Climber to Explore. #3 is Fireblade
Autofail
“Another piece of paper. And *fwoosh* no more”.
Discard Blessing of the Elements to explore. #4 is Blessing of the Ancients
Divine 3: 1d4 ⇒ 4
As she sees a shrine, Yoon says a quick prayer to her ancestors.
Discard Blessing of the Ancients to explore: #5 is Knock
Use Raheli’s Blessing of the Elements for an extra die
Arcane 7: 2d8 ⇒ (2, 4) = 6 almost :-(
End turn: draw 3, heal 3, minus Blessing of the Spellbound 2 that gets burried
Hand (Size 5): Remove Curse (Spell), Fan of Flames (Spell), Elemental Ascetic (Ally), Blessing of the Gods 1 (Blessing), Compass (Item)
Deck: 6 Discard: 1 Buried: 4
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Use my blessings as needed (I’m low on health thought)
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
Yoon - 勝20100 |
During next turn, recharge Compass to go to Ruined Temple and examine card there: Holy Light
Hand (Size 5): Remove Curse (Spell), Fan of Flames (Spell), Elemental Ascetic (Ally), Blessing of the Gods 1 (Blessing)
Deck: 7 Discard: 1 Buried: 4
Notes: I can discard from deck to add Fire + d4 at a combat check at my location (extra d4 if it is a blessing).
Use my blessings as needed.
Dexterity d10
Acrobatics: Dexterity +2
Constitution d10 ☑ +1
Fortitude: Constitution +2
Intelligence d6
Wisdom d4
Charisma d8
Arcane: Charisma +0
Powers
Hand Size 5
Proficient with: Light Armors
For your combat check, reveal a spell ☑ or a blessing to use your Fortitude skill + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6.
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. 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 shuffle the rest into your deck.
Favored Card: Spell
Raheli - Akaitora |
Posting updated hand, for reference.
Hand: Amulet of Life, Codex, Blessing of the Elements, Spellbook,
Displayed: Elemental Treaty, Snapping Turtle,
Deck: 9 Discard: 1 Buried: 0
"Notes:
-Use these cards without asking if: Blessing if they would recharge
-Available for use (ask first): Blessings
"
Sideboard cards:
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
Powers:
"For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ If you succeed at the check, you may draw a card.)
"
"On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.
"
Athnul - WilderRedbeard |
Off-turn: Recharge Blessing of the Green Faith for Yoon's check
Start of turn: the hour of Nethys
Elemental Treaty moves to: 1d6 + 1 ⇒ (3) + 1 = 4 Hall of Blessed Rebirth
Move to Mausoleum
After standing over the unmoving Guardian for several minutes, Athnul is satisfied it is not getting back up. She heads through the pavillion toward the Mausoleum.
Display Mastiff to draw 2 cards: Turtle and Blessing of the Quartermaster
Free explore of top card (#6):
Item B
Traits:
Liquid
Alchemical
To Acquire:
Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Reveal Blessing of Wadjet to add 1d4
Intelligence 6: 2d4 ⇒ (3, 4) = 7 acquired
Athnul meets a rather large dog sitting by the side of a tomb. Perhaps it plans to wait for its master to return? She befriends the pitiable creature, who eagerly accepts her behind-the-ear scratches, then she sends him off to fetch anything she can dig up. The dog returns with a potion in its mouth that Athnul gratefully pockets.
Discard Blessing of the Gods copying BoNethys to examine the top two cards and encounter one:
Examine card #7: Blessing of the Elements
Examine card #8: Blessing of Horus
Encounter Elements
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Reveal Blessing of Wadjet
Wisdom 6: 1d10 + 1 + 1d4 ⇒ (1) + 1 + (2) = 4 failed, banished
Discard Turtle to encounter card #8
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.
Reveal Blessing of Wadjet
Dexterity 7: 1d6 + 1d4 ⇒ (6) + (1) = 7 acquired
Athnul continues to explore with her new companion by her side. She's not sure what is around the next corner but the anticipation in the air is almost electric.
Discard Twitch Tonic to examine then explore card #9
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Reveal Blessing of Wadjet
Wisdom 7: 1d10 + 1 + 1d4 ⇒ (6) + 1 + (3) = 10 acquired
As they round the corner at the end of the hall, her dog takes off after a porcupine scuttling through the Mausoleum. Athnul runs after both before the dog gets the worst of the deal.
Discard Porcupine to explore card #10:
Villain 1
Type: Monster
Traits:
Human
Wizard
Aristocrat
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
The porcupine scurries underneath the flowing cape of an ominous looking figure, perhaps its master. Athnul's dog stops abruptly and begins barking as if it sensed the sudden threat. The well-dressed woman turns around and introduces herself as Velriana. "The name matters little to you since you won't be around long to remember it..."
Ready for temp close checks!
Athnul - WilderRedbeard |
As per Hangouts, Yoon buries Blessing of the Gods to temp close Ruined Temple
Encounter Villain:
Recharge Blessing of the Quartermaster for BYA check
BYA Perception 9: 2d10 + 3 ⇒ (10, 6) + 3 = 19 success
Recharge Blessing of Wadjet to add Wisdom skill and Bludgeoning trait to Melee combat check, Reveal Amulet of Mighty Fists to add 1d4 and the Magic trait, Discard Blessing of Horus to add 1 die and the Electricity trait, recharge Raheli's Blessing of the Elements
Combat 13: 3d6 + 2 + 1d10 + 1 + 1d4 ⇒ (4, 2, 1) + 2 + (10) + 1 + (2) = 22 success!
Villain defeated!
Athnul pays no mind to the idle threats of the wizard. Her focus is entirely on the balance of her Ki. As Velriana lunges at her, Athnul absorbs the blow with a block. Velriana lunges again and Athnul blocks and drives a knee into her side, knocking her back. The wizard builds the energy for an attack spell but before she can unleash it, Athnul flies at her, amulet glowing, with a fist to the temple. She connects with a THUD and Velriana drops like a ton of bricks. "The name still matters little to me..." Athnul says to her unconscious form.
BR Elinnea |
Development
The Taldan proved to be a talented wizard, employing a variety of ancient spells. Though you would have liked to take her captive, in the end you had no choice but to kill her.
With the distractions out of the way, you turn to the altar and examine it, touching a specific hieroglyph to open a compartment below. Inside are several stone tablets and the decayed remnants of ancient papyrus. You dutifully collect the decayed papyrus in case it can be magically restored, but the tablets draw your attention immediately. Your eyes go wide. You're holding a map to a pyramid—and the tablets seem to indicate that it can fly.
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Elemental Treaty and 1 character may temporarily replace 1 item in his deck with the loot Tablet of Languages Lost. At the end of each scenario, return the cards to the game box.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location.
While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Loot 1
Type: Item
Traits: Object Magic
To Acquire: None 0
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.
Erasmus the Greenseer |
Next Scenario...
Taking Spirit Relatives: VELDIRA again.
Sunburst Market: Replace Vine Leshy with Remove Curse
Replace Stalking Armor with Scarab Buckler
Replace Desna's Start with Tablet of Lost Languages
Valdira leads Erasmus to a familiar place of relative safety, the Mausoleum.
Hand: Demonbane Light Crossbow +1, Cloud Puff, Possession, Scarab Buckler, Shock Longbow +1, Blessing of Gozreh,
Displayed: Spirit Relatives: VELDIRA,
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing Available. Cloud Puff to Ignore BYA/AYA
1d4 to Combat at another location
Dexterity d8 ☐+1 ☐+2 ☐+3
Constitution d6 ☐+1 ☐+2
Intelligence d8 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1 ☐+2
Perception: Wisdom +3
Charisma d8 ☑ +1 ☐+2 ☐+3
Arcane: Charisma +1
VELDIRA
Wisdom d6 + 1d4 + 1
Divine: Wisdom d6 + 1d4 +1
Perception: Wisdom d6 + 1d4 + 4
Die Bumps: 0
Favored Card: Weapon
Hand Size 5 ☑ 6
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) 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.
Drelm {UI} - Matsu Kurisu |
Drelm - Start
- 3-1E: TRAILS TO THE SKY
Trader
- Sunburst Market
= Blessing of the Ancients In, Sage's Journal out
Loot swaps
= Spear of the Watchful Guardian in, Longsword 2 out
= Remove Curse in, Cure 3 out
=Elemental Treaty in, Cure 2 out
Starting location
- Scorched Ruins
Starting Scourge: 1d4 + 1 ⇒ (2) + 1 = 3 - Curse of Vulnerability
Hand: Spear of the Watchful Guardian, Patrician's Armor, Blessing of Abadar, Find Traps, Longsword, ,
Displayed: Curse of Vulnerability, , , , , ,
Deck: 11 Discard: 0 Buried: 0
"Notes: Find Traps: +2d vs barrier. Freely use.
BoAbadar: +2d vs barrier or +1 vs other. Available"
- Melee: Strength +2
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +1
- Disable: Wisdom +2
- Divine: Wisdom +3
Charisma d6 +0
Favored Card: Weapon
Hand Size: 5
Proficient With: Light Armors Heavy Armors Weapons
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([X] or Trap) trait, you may add your Divine skill.
[ ] When you would discard a blessing that has the Abadar ([ ] or Wadjet) trait to add dice for a check, you may recharge it instead.
Curse of Vulnerability
"While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card. "
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
BR Elinnea |
3-1E: Trails to the Sky
Now that you aren't in a rush to catch up to the Taldan wizard, you realize this place is bigger on the inside than the outside warranted. You're so excited about your new tablets that you can't help but begin to dedipher them as you walk back out of the ancient compound. Ever since fellow agents cleared dark elves out of a strange pyramid in the Darklands, the Society has been aware of pyramids that could soar through the sky. But if the information on these tablets is still accurate, you're holding the map to a functional sky pyramid somewhere on the Scorpion Coast. Forget vague elemental lore, this discovery could easily make your career! Imagine becoming the venture-captain of the "Flying Sky Pyramid Lodge" and what sorts of advantages that could bring; if these tablets were halfway accurate, the thing even has a significant magical arsenal at its disposal.
Lost in thought, you reach the doors to leave the building, only for them to slam shut and glow with a baleful dark flame, a magic lock of some sort. "Curse you, Pathfinders!" a voice rasps, sounding like the wizard, but somehow wrong. You turn to see the woman's shambling corpse behind you, as rag-shrouded creatures approach from all sides, their faces nothing more than an enormous eye ringed with fangs. These are aghash divs, the embodiment of the curse of the evil eye! You feel yourself falling under their curse as the wizard continues. "I admit, this body didn't hold up as well as I would have hoped, but by the grace of Lord Ahriman, it serves me alive or dead. Perhaps yours will work better?" You realize then that she must be a spirit of an ancient member of the usij, a cult of div-worshipers the Society foiled in Rahadoum several years ago.
And with that, she attacks!
During This Adventure: The adventure deck number is 1.
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: At the start of the scenario, each character suffers a scourge.
At the end of your turn, you may examine the top card of your location deck.
Velriana Unborn
Villain
Type: Monster
Traits: Undead Wizard Aristocrat
To Defeat: Combat 14
Velriana Unborn is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
Aghash
Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Additional Rules:
Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number. After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.
Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 0
Location #1: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm
Location #4: Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #7: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: Erasmus