BR Dinketry's Season of the Plundered Tombs

Game Master dinketry

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Grand Lodge

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Grand Lodge

Chapter 1: Serpents in the Deep

Venture-Captain Norden Balentiir smiles as you take a seat in the gardens of the Sandswept Halls. This is the Pathfinder lodge in Sothis, capital of the desert nation of Osirion. Sycamores and tamarisks provide shade, and a lattice of grapevines and hanging plants grow on surrounding trellises. The venture-captain invited you to take part in a secret mission, and you are aware that the deceptively casual open-air meeting is just one of the skilled alchemist’s precautions against discovery. The Pathfinders are not free of troubles: death cultists successfully assaulted the lodge nearly a decade ago, and rogue Pathfinder agents stole from its vaults the following year. The venture-captain focused his cunning mind and engineering expertise on enhancing the lodge’s protections. Back when the Sandswept Halls was a Keleshite prison, the old wards held. They will hold again.

“My friends,” he says, “thank you for joining me today. As you know, Osirion has been granting access to new archaeological sites by auction and lottery; it’s the Ruby Prince’s new plan to stimulate the economy. There’s a ruined city called Shotep-Kara, taken by the Obari Ocean 3,000 years ago. Most people have forgotten that it even existed. Long story short, the Aspis Consortium managed to gain official permission to excavate a small portion of the ruins in the shallows, the section of the city that was once closest to the shore. I have reason to believe that these ruins might hold secrets connected to the elemental planes; in fact, the city once held powerful portals that acted as secret sea lanes for the Four Pharaohs of Ascension. Thus, the ruins might prove useful in our study of our notable recent acquisition: a gem called the Untouchable Opal, and the elemental lord of air trapped within."

"This represents an opportunity we cannot ignore, and I believe you are best equipped to handle it. I ask that you head east to the Burning Cape, locate the Aspis camp, and infiltrate it without being spotted. A rabidly anti-Pathfinder faction within the Aspis Consortium recently collapsed, and we’ve brokered an uneasy peace with the Aspis. They’re nonetheless our main rivals, so don’t take anything for granted. Figure out what the Aspis know so far, and, if possible, explore the Aspis site yourselves in search of useful lore. A word of warning: Don’t stray past the dig site in the shallows marked by the Aspis, as the deeper city could prove too dangerous even for agents of your skills. Return here with whatever information you can gather; if you find any actionable intelligence, I’ll see to it that you’ll have the first crack at using it. Good luck, Pathfinders.”

Grand Lodge

Scenario 1A: Ambush at Burning Cape

It’s roughly 100 miles east from Sothis to the ruins of Shotep-Kara on the Burning Cape, Osirion’s northeast coast on the Obari Ocean. After giving you your secret mission to infiltrate the Aspis camp at Shotep-Kara, Venture-Captain Norden Balentiir provided you with camels and enough supplies for three weeks. This is more than enough time, he said, to make it there, perform reconnaissance, and head back, even if something goes wrong. Even though it’s just a small section of the ancient city, what could the Aspis have found there? Might it help the Society with its current schemes? Could it catapult you to fame and fortune?

Much to your dismay, the fresh fruit, bread, and vegetables of the first few days have given way to the usual trail rations by the time you reach the coast. As the sun rises in the east, the entire coastline appears aflame, giving the Burning Cape its name. The shoreline is littered with the wreckage of ancient seafaring vessels; the venture captain had told you to expect these remains of ships that failed to reach the hidden sea lanes of Shotep-Kara. While ordinarily, these ships would be worthy of their own expeditions, they aren’t your mission this time, so you set thoughts of exploring them aside…at least for now. While you’re distracted by your thoughts, you fail to notice the ambush until the first arrow whizzes past your head, grazing you. The clever gnoll warband must have used the fiery morning glare to cloak their approach! The gnoll leader harries you, using hit-and-run tactics to disappear into hidden escape routes.

During this Adventure:
  • 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:
  • When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
  • Grand Lodge

    Please select your starting locations and then post your opening hands!

    During This Adventure: None

    During This Scenario: None

    Turn: 0

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

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

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

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

    Spoiler:
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

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

    Spoiler:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Spoiler:
    Echoes of Confusion
    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.

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

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

    Spoiler:
    Whip
    Weapon B
    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.

    Spoiler:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

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

    Spells
    Spoiler:
    Commune
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

    Spoiler:
    Elemental Treaty
    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.

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

    Spoiler:
    Cure
    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.

    Spoiler:
    Lightning Touch
    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.

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

    Spoiler:
    Splint Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude
    Craft 6 Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Spoiler:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

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

    Spoiler:
    Portable Sarcophagus
    Armor P
    Traits:
    Light Armor
    Magic To Acquire:
    ConstitutionFortitude 6 Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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


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

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

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

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

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

    Spoiler:
    Embalmer
    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.

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

    Spoiler:
    Camel
    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.

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

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

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

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

    Spoiler:
    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.

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

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 4 /
    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.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 7 /
    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.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    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.
    Spoiler:
    Blessings Deck Card 10 /
    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.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    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.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 21 /
    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.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 /
    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.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 29 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 30 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Angban/ScorchedOne, Salim/Sonor, Mavaro/kuey, Athnul/Mhuirich, Olenjack/ajpopp, Raz/MauveAvengr, None
    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #6: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Location #7: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #8: Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None


    STR d6 (Melee +2) | DEX d6 | CON d10 (Fortitude + 2) | INT d4 | WIS d10 + 2 (Perception +2) | CHA d6 Deck Handler

    Athnul will start at #4: Shifting Dunes

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Blessing of the Samurai 2, Quartermaster, Athlete, Blessing of the Gods 1,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessings available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    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. ([ ] Then you may recharge that blessing to explore your location.)


    Raz will start at #5 the Tarworks .

    Raz wrote:

    Hand: Heavy Pick, Recruit, Longsword, Chain Mail,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +1
    Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 4
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([ ]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    deck handler

    Mavaro will start at Location #6: Windswept Chasm. His power allows him to recharge his cards, so I can reduce the number of cards in hand before closing to minimise the When Closing effect.

    Mavaro wrote:

    Hand: Conch Shell, Compass, Stalking Armor, Blessing of the Gods 3, The Missing Eye, Fire Ward Gel,

    On Top: Kami Medium
    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Folio Reroll Available: Y
    Notes: Feel free to use Mavaro's blessings. Mavaro has a Cure in his hand and can practically bring it up at will (at the cost of a discard at this time) so holler if you need healing.

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Knowledge: Intelligence +1
    Wisdom d8 [ ]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    Skills from Top Card: Charisma
    Diplomacy"

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 [ ]7
    Proficient with: Light Armors, [ ]Heavy Armors, Weapons
    Powers:
    Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
    You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type.


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Stalking Armor
    Spoiler:
    Stalking Armor
    Traits: Light Armor, Basic
    Powers: Reveal this card to add 2 to your Stealth or Perception check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Compass
    Spoiler:
    Compass
    Traits: Object, Basic
    Powers: Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Conch Shell
    Spoiler:
    Conch Shell
    Traits: Object, Aquatic, Basic
    Powers: Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck.
    After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
    Fire Ward Gel
    Spoiler:
    Fire Ward Gel
    Traits: Liquid, Fire, Alchemical, Basic
    Powers: 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 that invokes the Fire trait by a character at your location.
    Blessing of the Gods 3
    Spoiler:
    Blessing of the Gods 3
    Traits: Divine, Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Displayed descriptions:
    "

    Mavaro hefts his sword with the glowing ruby inset, stepping carefully towards the windswept chasm. He gives a deep sigh, pondering why he took up this mission. But his lifestyle does require regular sources of funding and he is running low. Somewhere at the back of his mind, he knows there's another reason why he has pushed himself to come to this forsaken part of the Golarion. A hunt that has been going on for a long time. But as usual, he pushes that aside as soon as the thought surfaces. Some day...


    deck handler
    Mavaro II - ACG kuey wrote:
    Mavaro will start at Location #6: Windswept Chasm. His power allows him to recharge his cards, so I can reduce the number of cards in hand before closing to minimise the When Closing effect.

    Oops. Forgot that Mavaro doesn't get the recharge ability until the first power feat! But won't change starting location since I've drawn my hand, and also since he has Cure, might be able to repair the When Closing damage.


    Sonor will start at location #7

    Sonor said wrote:

    Hand:Rapier, The Melted Blade, Blessing of the Gods 3, Athlete, Night Watch
    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: I have weapons and blessing, so i feel good about killing a few mobs here
    Sideboard cards:none

    Skills and powers:

    Strength d6 ☐+1 ☐+2
    Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
    Constitution d8 ☐+1 ☐+2 ☐+3
    Intelligence d6 ☐+1
    Knowledge Intelligence +2
    Wisdom d6 ☐+1 ☐+2
    Divine Wisdom +0
    Charisma d8 ☐+1 ☐+2 ☐+3
    Diplomacy Charisma +2
    Favored Card: Weapon
    Hand Size: 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (☐ If it is a weapon, you may put it on top of your deck instead.)
    ☐ Add 1d4 (☐ 1d8) to your non-combat check against a bane.


    Salim has never had much love for sand. It is coarse and rough, and gets everywhere. But time and time again, he has to endure this and a lot more for Pharasma, even if he didn't choose her, but She chose him. "At least I have a fate, even if it leads me here" - he thinks, and looks around, to find out why She has lead him here.

    Scarab Sages

    Male Half-human Cleric 3/Wizard 3/Mystic Theurge 5

    Olenjack will start at location 7: Howling Sands. I'm assuming it's okay to join another character? Let me know if not.

    "Come on, come on," Olenjack chides his retinue. He stands in the midst of activity as his retainers and agents pack up and organize to shelter from the burning sun and blowing sand. He puffs on his pipe, then squints to look at a nearby dune. Is there something moving in that sand?

    Olenjack wrote:

    Hand: Metamorph, Caltrops, Dagger, Flawless Monocle, Gambeson,

    On Top:
    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Folio Reroll Available: N
    Notes:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2 [ ] +3
    Intelligence d8 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5
    Proficient with: Light Armors
    Powers:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Card Descriptions:

    Hand descriptions:
    Dagger
    Spoiler:
    Dagger
    Knife/Ranged/Piercing/Basic
    For your combat check, reveal this card to use your Dex or Ranged skill +1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Gambeson
    Spoiler:
    Gambeson
    Light Armor/Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
    Caltrops
    Spoiler:
    Caltrops
    Object/Basic
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Flawless Monocle
    Spoiler:
    Flawless Monocle
    Accessory/Magic/Basic
    Reveal this card to add 1d4 to your Craft or Perception check.
    Recharge this card to ignore a card's power that happens when you examine it.
    Metamorph
    Spoiler:
    Metamorph
    Half-elf/Alchemist/Basic
    While this card is in your hand, treat it as a monster as well as an ally.
    Discard this card to explore your location. During this exploration, you may discard a boon that has the Alchemical or Liquid trait to add a die to your combat check.

    Displayed descriptions:


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar. 1/4 Elf (Eastern Time)

    I will start at thornscrub and will post starting hand this evening.


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Adowyn - 3-1A: Serpents in the Deep

    Starting Location Thornscrub

    Starting Hand - Favored Card Ally
    Will display Leryn on Turn 1 right after Timer Blessing is flipped

    Adowyn wrote:

    Hand: 1 BotElements, w2Javelin, S2Cure, Fox, w1Light Crossbow

    Displayed: Leryn
    Deck: 10 Discard: 0 Buried: 0
    Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    1 BotElements, S2Cure, Fox

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w3Atlatl s1EnchantedFang Crocodile Skin Armor I1ABCompass I2Desna's Star Crow Dog 1 BotG 1 BoAncients 2 BoAncients
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
    - Ranged: Dexterity +3
    Constitution d6 [X] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Ally
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    Card List (Starting/Current/Max): W 3/3/5,Sp 2/2/3, Ar 1/1/2 I 2/2/4 Al 3/3/5 Bl 4/4/6 Cohort 1 = 16
    POWERS:
    "After you defeat a monster ([ ] or a barrier), you may examine the top card of your
    deck; if it has the Animal trait, you may draw it. ([ ] Then you may recharge the top
    card of your deck.)
    "
    "You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow
    another character at your location to do so)
    . Then you may examine the top card of
    your location deck."
    Leryn (Cohort)

    Spoiler:

    Display this card. While displayed, you gain the skill Perception: Wisdom +2.
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.

    Grand Lodge

    During This Adventure: 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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

    When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

    Turn: 1, Adowyn/Zalarian

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

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

    Spoiler:
    Crystal Stalker
    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.

    Spoiler:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

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

    Spoiler:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Spoiler:
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

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

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

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

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

    Spoiler:
    Explorer's Staff
    Weapon C
    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.

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

    Spoiler:
    Whip
    Weapon B
    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.

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

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

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Commune
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

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

    Armors
    Spoiler:
    Vented Plate Mail
    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.

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

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

    Spoiler:
    Armor of the Sands
    Armor C
    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.

    Spoiler:
    Armor of the Sands
    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.

    Items
    Spoiler:
    Noxious Bomb
    Item C
    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.

    Spoiler:
    Holy Water Grenade
    Item C
    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.

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

    Spoiler:
    Crowbar
    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.

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

    Allies
    Spoiler:
    Camel
    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.

    Spoiler:
    Shock Lizard
    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.

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of 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.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 6 /
    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.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    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.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    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.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 20 /
    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.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 /
    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.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 29 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

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

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

    Brickworks Card 3:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Brickworks Card 4:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Brickworks Card 5:
    Explorer's Staff
    Weapon C
    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.

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

    Brickworks Card 7:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Brickworks Card 9:
    Desert Trapper
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Brickworks Card 10:
    Embalmer
    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.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Sulfur Pits Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sulfur Pits Card 3:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Sulfur Pits Card 4:
    Unshakable Chill
    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.

    Sulfur Pits Card 5:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Sulfur Pits Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Sulfur Pits Card 7:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Sulfur Pits Card 8:
    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.

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

    Sulfur Pits Card 10:
    Reta Bigbad
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran To Acquire:
    Combat 15
    OR CharismaDiplomacy 10 Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Volcanic Vents Card 1:
    Bonecrusher Hunter
    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.

    Volcanic Vents Card 2:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9 When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Volcanic Vents Card 3:
    Djinn Favor Amulet
    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.

    Volcanic Vents Card 4:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Volcanic Vents Card 5:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Volcanic Vents Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Volcanic Vents Card 7:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Volcanic Vents Card 8:
    Final Nights
    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.

    Volcanic Vents Card 9:
    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.

    Volcanic Vents Card 10:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Athnul/Mhuirich, None

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

    Shifting Dunes Card 2:
    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.

    Shifting Dunes Card 3:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Shifting Dunes Card 4:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 5:
    Torch
    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.

    Shifting Dunes Card 6:
    Helpful Haversack
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Shifting Dunes Card 7:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Shifting Dunes Card 8:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Shifting Dunes Card 9:
    Dhabba
    Ally C
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Wisdom
    Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Shifting Dunes Card 10:
    Acid Jet
    Spell C
    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.

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

    Tarworks Card 1:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Tarworks Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Tarworks Card 3:
    Stone Weasel
    Ally C
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Tarworks Card 4:
    Magnifying Glass
    Item C
    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.

    Tarworks Card 5:
    Ring of Rejection
    Item P
    Traits:
    Accessory
    Magic To Acquire:
    Constitution 1 Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."

    Tarworks Card 6:
    The Evil Eye
    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.

    Tarworks Card 7:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 8:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Tarworks Card 9:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Tarworks Card 10:
    Enchanter
    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.
    Location #6: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey, None

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

    Windswept Chasm Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Windswept Chasm Card 4:
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Windswept Chasm Card 5:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Windswept Chasm Card 7:
    Blasphemous Priest
    Monster C
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Windswept Chasm Card 8:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Windswept Chasm Card 9:
    Catching Cape
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Windswept Chasm Card 10:
    The First Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after 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.

    Location #7: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, Olenjack/ajpopp, None

    Howling Sands Card 1:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Howling Sands Card 2:
    Unshakable Chill
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Howling Sands Card 3:
    Khelru
    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.

    Howling Sands Card 4:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6 If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

    Howling Sands Card 5:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Howling Sands Card 6:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 7:
    Filter Hood
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Howling Sands Card 8:
    Magma Spirit
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9 The Magma Spirit is immune to the Fire trait.
    If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.

    Howling Sands Card 9:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6 Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Howling Sands Card 10:
    Guardian Scroll
    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.

    Location #8: Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    Thornscrub Card 1:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Thornscrub Card 2:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12 When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Thornscrub Card 3:
    The Evil Eye
    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.

    Thornscrub Card 4:
    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.

    Thornscrub Card 5:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 6:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3 Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

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

    Thornscrub Card 8:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Thornscrub Card 9:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Thornscrub Card 10:
    Armored Coat
    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.


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Out of Turn Updates: None
    Turn: Turn 1 - Blessing of Bastet
    SOT: Leryn will examine top card of location which triggers and is displayed - Thornscrub Card 1:
    The Third Law

    The Third Law:

    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Give Card: None
    Move: Stay at Thrornscrub
    Explore: Thornscrub Card 2: Quicksand Bunyip

    Will bury javelin and banish it to add 2d6
    Javelin Combat Check DC 12: 1d10 + 2d6 + 3 + 2d6 ⇒ (8) + (2, 6) + 3 + (1, 5) = 25 Monster defeated
    After defeating, examining the top card of my deck (1 BotG); can draw it if animal

    Quicksand Bunyip:

    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12 When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Adowyn whispers into Leryn's ear and points a finger towards her quarry
    Since Leryn is displayed will put him on top of deck to examine the top 2 cards of my location

    Will gain scourge due to trigger on Thornscrub Card 3: The Evil Eye

    Random Scourge: 1d4 + 1 ⇒ (4) + 1 = 5 Curse of the Ravenous

    The Evil Eye:

    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.

    Scourge is displayed

    Curse of the Ravenous:

    MM-1
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card

    2nd examined card is Thornscrub Card 4: Blessing of Ra

    Divine Check DC 6: 1d8 + 2 ⇒ (7) + 2 = 9 Success

    Will discard fox to explore

    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.

    Will discard BotElements to explore - Thornscrub Card 5: Bonecrusher Ambusher. Leryn isn't around for Perception check so making wisdom check

    Wisdom Check DC 5: 1d8 ⇒ 8 Success.

    Light Crossbow Combat Check DC 10: 1d10 + 1d8 + 3 ⇒ (6) + (8) + 3 = 17 Monster defeated
    After defeating, examining the top card of my deck (Leryn); will draw into hand and then display

    Bonecrusher Ambusher:

    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gnoll flees to where?: 1d7 ⇒ 5 Gnoll flees to Tarworks

    Will discard Blessing of Ra for 1 poison damage..which triggers the Third Law..5 cards remain

    Checking Third Law: 1d6 ⇒ 4 Result is not higher..Law remains. Will cast Cure using blessing for recharge roll

    Cure 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5All cards in discard are shuffled
    Recharge Cure Spell DC 8: 1d8 + 2 + 1d8 ⇒ (5) + 2 + (6) = 13 spell is recharged

    Ravenous toll Roll: 1d4 ⇒ 2 No Allies in discard
    EOT: End Turn and Reset hand

    Adowyn wrote:

    Hand: w1Light Crossbow, 1 BotG, Blessing of Ra, Dog, Crow

    Displayed: Leryn, Curse of the Ravenous
    Deck: 9 Discard: 1 Buried: 0
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    Blessing of Ra, 1 BotG

    Sideboard cards: w2Javelin;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w3Atlatl s1EnchantedFang Crocodile Skin Armor I1ABCompass I2Desna's Star Fox 1 BoAncients 2 BoAncients
    Recharged: S2Cure
    Discard Pile:1 BotElements
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
    - Ranged: Dexterity +3
    Constitution d6 [X] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Ally
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    Card List (Starting/Current/Max): W 3/3/5,Sp 2/2/3, Ar 1/1/2 I 2/2/4 Al 3/3/5 Bl 4/4/6 Cohort 1 = 16
    POWERS:
    "After you defeat a monster ([ ] or a barrier), you may examine the top card of your
    deck; if it has the Animal trait, you may draw it. ([ ] Then you may recharge the top
    card of your deck.)
    "
    "You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow
    another character at your location to do so)
    . Then you may examine the top card of
    your location deck."
    Leryn (Cohort)

    Spoiler:

    Display this card. While displayed, you gain the skill Perception: Wisdom +2.
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: Ravenous!
    Additional Info 1: Third Law is active ( for closes)

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-10 remain
    Athnul - Shifting Dunes 1-10 remain
    Raz - Tarworks (random 1-11) remain // 11=Bonecrusher Ambusher
    Mavaro - Windswept Chasm 1-10 remain
    Salim, Olenjack - Howling Sands 1-10 remain
    Adowyn - Scrublands CLOSED


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Adowyn has been without her parents for over 5 years now but the wound in her heart has recently reopened. A wight in the forest boasted that their undead order were responsible for poisoning the land to cause the bear to be filled with rage and kill her parents. Before Leryn tore the fiend to pieces and she put an arrow in its eye, she swore then and there on the undead blight. "I will avenge the death of my parents..Where others may give death to the living, I will make sure to bring destruction to the dead."

    She left the protection of the glade to seek out the desert climates and days later found herself in the desert scrubland wandering for days almost delirious due to heat and thirst.
    That evening a low chanting can be heard whipping from the winds. The forces of the undead now know that she is coming and they have made it clear to her that she is being watched. The winds whisper about,
    " The law of the land must be obeyed! Vengeance is not without cost!"

    An unusual and twisted creature burrowed out of large quicksand pit and came charging at her. Calmly, she threw her javelin felling the beast instantly.
    The next morning brought the sunrise in which her prayers to Erastil were answered by a caravan led by a priest of Ra. The caravan told her about the marauding gnolls and for helping her in her need, she promised to hunt down a nearby gnoll patrol.

    Leryn silently padded towards the group and was captured by the patrol. Adowyn heedlessly charged the group. This proved to be quite reckless as the shaman cursed her with a hungering disease before fleeing towards a bubbling pit of tar.
    Adowyn is going to need to find friends to help her.


    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Give Card: None
    Move: Stay at Thrornscrub

    Out of Turn Updates: None
    Turn: Turn 2 - Blessing of Wadjet
    During this turn: Salim will examine top card of location which is an item - Thornscrub Card 1:

    Canteen:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Roll to acquire Canteen:
    Roll to acquire Canteen: 1d6 ⇒ 4
    Acquiring card failed, Canteen is banished

    Will discard Night Watch to explore:

    Unshakeable Chill:

    Unshakable Chill
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    This sounds like a nice card, I'll use my blessing to try and make sure to get it.
    Roll to acquire Canteen: 2d8 ⇒ (1, 1) = 2 fail, card banished

    EOT=End turn and reset hand

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-10 remain
    Athnul - Shifting Dunes 1-10 remain
    Raz - Tarworks (random 1-11) remain // 11=Bonecrusher Ambusher
    Mavaro - Windswept Chasm 1-10 remain
    Salim, Olenjack - Howling Sands 3-10 remain
    Adowyn - Scrublands CLOSED

    Deck, Discard, Buried::

    Discarded: Blessing of the Gods 3, Night Watch

    My current hand:

    Rapier
    The_Melted_Blade
    Potion of Visioin
    Athlete
    Blessing of the Gods 2

    Feel free to request to use my blessing if need be


    deck handler

    Turn Order: Mavaro, Athnul, Olenjack, Raz, Adowyn, Salim
    Out of Turn Updates: None
    Turn: Turn 3 - Blessing of Horus
    SOT: None
    Give Card: None
    Move: Stay at Location #6: Windswept Chasm
    Explore:

    Encounter Card 1: Toxic Geyser:

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

    Discard Fire Ward Gel to bring Haki Stick to top of deck, making Acrobatics, Strength, Melee = Knowledge
    Discard Blessing of the Gods 3 for 1d8.
    Acrobatics DC5+2: 2d8 + 1 ⇒ (2, 4) + 1 = 7 ==> Banished

    Discard Compass to explore again.

    Encounter Card 2: Bonecrusher Ambusher:

    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Autofail BYA check. (Hoping to recharge my Stalking Armor in preparation for Closing.)
    Ranged Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0 (Lol!)
    Reveal The Missing Eye and recharge for 1d6+1.
    Combat DC10: 1d8 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (2) + 1 + (5) + 1 + (4) + 1 = 14 ==> Defeated
    Which location: 1d6 ⇒ 3 ==> Henchman shuffled into Location #3: Volcanic Vents

    Closing Discard hand - Conch Shell and Stalking Armor
    Permanently Closed Draw 1d4 - 1 ⇒ (2) - 1 = 1 cards from discard ==> Stalking Armor

    Third Law?: 1d6 ⇒ 3 ==> Less than number of cards (8) so card remains.

    EOT End turn, reset hand.

    Mavaro wrote:

    Hand: Stalking Armor, Haki Stick, Blessing of the Gods 2, Fan of Flames, Planchette, Cure,

    On Top:
    Displayed:
    Deck: 5 Discard: 4 Buried: 0
    Folio Reroll Available: Y
    Notes: Feel free to use Mavaro's blessings. Mavaro has a Cure in his hand and can practically bring it up at will (at the cost of a discard at this time) so holler if you need healing.

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Knowledge: Intelligence +1
    Wisdom d8 [ ]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    #N/A

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 [ ]7
    Proficient with: Light Armors, [ ]Heavy Armors, Weapons
    Powers:
    Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
    You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type.


    "
    Card Descriptions:

    Hand descriptions:
    Haki Stick
    Spoiler:
    Haki Stick
    Traits: Club, Melee, Slashing, Basic
    Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4; you may additionally discard this card to add another 1d6.
    Recharge this card to shuffle your location deck.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to 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.
    Fan of Flames
    Spoiler:
    Fan of Flames
    Traits: Magic, Arcane, Attack, Fire, Basic
    Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
    Stalking Armor
    Spoiler:
    Stalking Armor
    Traits: Light Armor, Basic
    Powers: Reveal this card to add 2 to your Stealth or Perception check.
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Planchette
    Spoiler:
    Planchette
    Traits: Object, Mental, Basic
    Powers: Discard this card and choose a type of boon, then examine the top card of your location deck. If it is that type, you automatically acquire it.
    After playing this card, you may succeed at a Perception 6 check to recharge this card instead of discarding it.
    Blessing of the Gods 2
    Spoiler:
    Blessing of the Gods 2
    Traits: Divine, Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Displayed descriptions:
    "

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents (random 1-11) remain // 11=Bonecrusher Ambusher
    Athnul - Shifting Dunes 1-10 remain
    Raz - Tarworks (random 1-11) remain // 11=Bonecrusher Ambusher
    Mavaro - Windswept Chasm CLOSED
    Salim, Olenjack - Howling Sands 3-10 remain
    Adowyn - Scrublands CLOSED

    Mavaro hears some commotion from the scrublands, a raging battle followed by sounds of some creature fleeing. The howling sands, however, masks whatever the rest of the team is doing there. Mavaro edges forward in the chasm, wary. Good thing, too, for the ground suddenly erupts with poisonous, boiling acid. Tapping into the spirits of his haki stick, he somersaults over the geyser with a grace that doesn't gel with his hefty built. Before he can catch a breath though, out charges a gnoll. Its mistake, thinking Mavaro an easy prey. Summoning the warrior spirit now, he not only fends off the gnoll but defeats it so thoroughly to send it fleeing towards the volcanic vents. The rough battle, unfortunately, causes the weak chasm walls to collapse and Mavaro just manages to make his way out badly bruised.


    STR d6 (Melee +2) | DEX d6 | CON d10 (Fortitude + 2) | INT d4 | WIS d10 + 2 (Perception +2) | CHA d6 Deck Handler

    Turn Order: Athnul, Olenjack, Raz, Adowyn, Salim, Mavaro
    Out of Turn Updates: None
    Turn: Turn 4 - 3/Blessing of Thoth
    I'm using "X/Blessing" to show that blessing card is "Card X" in the blessing deck spoiler list, which will get reset to 0 with BR updates.
    SOT: No armors, so no effect.
    Give Card: None
    Move: Stay at Location #4: Shifting Dunes
    Explore: 1/Dredge, Ally B, Cha/Dip 8

    Dredge:

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

    Recharge Quartermaster.
    Charisma 8: 1d6 + 1d4 ⇒ (3) + (1) = 4 - Banished.

    Discard Athlete to explore again.

    Explore: 2/Memories of Violence, Barrier 1, Wis/Div/Cha/Dip 8

    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.

    Well, that's nasty. Discarding Blessing of the Gods.
    Wisdom 8: 2d10 ⇒ (5, 1) = 6 - Failed.

    Ugh. Displayed and gimped. I'm going to need some help getting this thing off me.

    EOT End turn, reset hand.

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Blessing of the Samurai 2, Conch Shell, Falcon, Camel,

    Displayed: Memories of Violence,
    Deck: 8 Discard: 2 Buried: 0
    Notes: Blessings available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    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. ([ ] Then you may recharge that blessing to explore your location.)

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents (random 1-11) remain // 11=Bonecrusher Ambusher
    Athnul - Shifting Dunes 3-10 remain
    Raz - Tarworks (random 1-11) remain // 11=Bonecrusher Ambusher
    Mavaro - Windswept Chasm CLOSED
    Salim, Olenjack - Howling Sands 3-10 remain
    Adowyn - Scrublands CLOSED

    Grand Lodge

    During This Adventure: 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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

    When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

    Additional Rules: The Third Law is displayed.

    The Third Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    For Adowyn:

    Curse of the Ravenous:
    MM-1
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card

    For Athnul:

    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.

    Turn Order: Olenjack, Raz, Adowyn, Salim, Mavaro, Athnul

    Turn: 5, Olenjack/ajpopp

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

    Spoiler:
    Yellow Jelly
    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.

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

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

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

    Barriers
    Spoiler:
    The Second Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Spoiler:
    Collapsing Scaffolding
    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.

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

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

    Spoiler:
    Echoes of Confusion
    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.

    Weapons
    Spoiler:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Khopesh
    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.

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

    Spoiler:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Spoiler:
    Corrosive Dagger +1
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spells
    Spoiler:
    Lightning Touch
    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.

    Spoiler:
    Immolate
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5 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, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

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

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

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

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

    Spoiler:
    Vented Plate Mail
    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.

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Burglar's Buckler
    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
    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Liquid
    Alchemical
    Healing To Acquire:
    Intelligence
    Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Spoiler:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

    Spoiler:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

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

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

    Spoiler:
    Shock Lizard
    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.

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

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

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

    Spoiler:
    Blessing of 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.

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 2 /
    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.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the 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.
    Spoiler:
    Blessings Deck Card 5 /
    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.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    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.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 16 /
    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.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    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.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

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

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

    Brickworks Card 3:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Brickworks Card 4:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Brickworks Card 5:
    Explorer's Staff
    Weapon C
    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.

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

    Brickworks Card 7:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Brickworks Card 9:
    Desert Trapper
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Brickworks Card 10:
    Embalmer
    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.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Sulfur Pits Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sulfur Pits Card 3:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Sulfur Pits Card 4:
    Unshakable Chill
    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.

    Sulfur Pits Card 5:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Sulfur Pits Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Sulfur Pits Card 7:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Sulfur Pits Card 8:
    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.

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

    Sulfur Pits Card 10:
    Reta Bigbad
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran To Acquire:
    Combat 15
    OR CharismaDiplomacy 10 Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

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

    Volcanic Vents Card 2:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Volcanic Vents Card 3:
    Bonecrusher Hunter
    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.

    Volcanic Vents Card 4:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Volcanic Vents Card 5:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Volcanic Vents Card 6:
    Djinn Favor Amulet
    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.

    Volcanic Vents Card 7:
    Final Nights
    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.

    Volcanic Vents Card 8:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Volcanic Vents Card 9:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Volcanic Vents Card 10:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9 When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Volcanic Vents Card 11:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Athnul/Mhuirich (Cursed: Memories of Violence), None

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

    Shifting Dunes Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Torch
    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.

    Shifting Dunes Card 4:
    Helpful Haversack
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Shifting Dunes Card 5:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Shifting Dunes Card 6:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Shifting Dunes Card 7:
    Dhabba
    Ally C
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Wisdom
    Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Shifting Dunes Card 8:
    Acid Jet
    Spell C
    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.

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Raz/MauveAvengr, None

    Tarworks Card 1:
    Magnifying Glass
    Item C
    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.

    Tarworks Card 2:
    Ring of Rejection
    Item P
    Traits:
    Accessory
    Magic To Acquire:
    Constitution 1 Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."

    Tarworks Card 3:
    Stone Weasel
    Ally C
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Tarworks Card 4:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 5:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 6:
    The Evil Eye
    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.

    Tarworks Card 7:
    Enchanter
    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.

    Tarworks Card 8:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Tarworks Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Tarworks Card 10:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Tarworks Card 11:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Location #6: Windswept Chasm
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/kuey, None

    Location #7: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, Olenjack/ajpopp, None

    Howling Sands Card 1:
    Khelru
    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.

    Howling Sands Card 2:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6 If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

    Howling Sands Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Howling Sands Card 4:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 5:
    Filter Hood
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Howling Sands Card 6:
    Magma Spirit
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9 The Magma Spirit is immune to the Fire trait.
    If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.

    Howling Sands Card 7:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6 Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Howling Sands Card 8:
    Guardian Scroll
    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.

    Location #8: Thornscrub
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Adowyn/Zalarian (Cursed: Curse of the Ravenous), None


    STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

    Turn Order: Olenjack, Raz, Adowyn, Salim, Mavaro, Athnul
    Out of turn updates: none
    Turn: Turn 5 – 5/Blessing of the Ancients
    SOT: recharge cards with Cold trait – no such cards
    Give card: none
    Move: no
    Explore: 1/Ally Khelru, 2/Falling Rubble
    Encounter Ally Khelru, Diplomacy 9 to acquire
    Diplomacy 1d10+1, reveal Metamporph for +1, use Mavaro’s BotG for +1d10
    Diplomacy 9: 2d10 + 2 ⇒ (4, 5) + 2 = 11
    Success! Khelru acquired!

    Discard Khelru to explore
    Explore 2:
    Oh, no, Falling Rubble!

    Spoiler:

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

    Recharge Flawless Monocle to add 1d4 to Perception check.
    Perception 6: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4
    Curses, failure! (Seriously? What’s with this rng?)
    Sorry, Sonor/Salim. You’ll take 1d4 Combat damage. (Who rolls that?)
    Combat damage 1d4 ⇒ 1
    Display and recharge Gambeson to reduce Combat damage by 1.

    EOT Reset hand.

    Olenjack wrote:

    Hand: Metamorph, Caltrops, Dagger, Blessing of the Spy 1, Troubadour,

    On Top:
    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:

    SKILLS
    Strength d4 ☐+1 ☐+2
    Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
    Disable: Dexterity +1
    Constitution d6 ☐+1 ☐+2 ☐+3
    Intelligence d8 ☐+1
    Wisdom d6 ☐+1 ☐+2
    Perception: Wisdom +2
    Charisma d10 ☐+1 ☐+2 ☐+3
    Diplomacy: Charisma +2

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 1 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Card Descriptions:

    Hand descriptions:
    Dagger
    Spoiler:
    Dagger
    Knife/Ranged/Piercing/Basic
    For your combat check, reveal this card to use your Dex or Ranged skill +1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Caltrops
    Spoiler:
    Caltrops
    Object/Basic
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Metamorph
    Spoiler:
    Metamorph
    Half-elf/Alchemist/Basic
    While this card is in your hand, treat it as a monster as well as an ally.
    Discard this card to explore your location. During this exploration, you may discard a boon that has the Alchemical or Liquid trait to add a die to your combat check.
    Troubadour
    Spoiler:
    Troubadour
    Halfling/Basic
    Recharge this card to add 1d6 to your non-combat Dexterity or Charisma check.
    Discard this card to explore your location.
    Blessing of the Spy 1
    Spoiler:
    Blessing of the Spy 1
    Basic
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. Durin this exploration, add 1 die to your checks.

    Displayed descriptions:


    Turn Order: Raz, Adowyn, Salim, Mavaro, Athnul, Olenjack
    Out of turn updates: none
    Turn: Turn 6 – 6/Blessing of the Wadjet
    SOT: nothing
    Give card: none
    Move: Staying put at the tarworks

    Explore: Explored. Pull up C/Magnifying Glass

    Magnifying Glass:
    Magnifying Glass
    Item C
    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.

    Hmmm. Maybe this will help me with investigating those gnolls.

    Intlligence 4: 1d4 ⇒ 2.

    No such luck. Who needs glasses anyway!

    Discard recruit to explore . Find Ring of Rejection

    Ring of Rejection:
    Ring of Rejection
    Item P
    Traits:
    Accessory
    Magic To Acquire:
    Constitution 1 Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."

    Constitution 1: 1d6 ⇒ 2

    Well, lookie what I found! But I reject the Ring of Rejection!

    Discarding ring of rejection and heavy pick as I don't particularly want either right now .

    Raz wrote:

    Hand: Sage Journal, Blessing of the Gods 3, Longsword, Chain Mail,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Notes: Feel free to use blessing if needed
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +1
    Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 4
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([ ]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Out of Turn Updates: None

    Turn: 7 - Blessings Deck Card 2 / Blessing of the Elements
    Give Card: None
    Move: scrubland -> Howling Sands

    Will recharge dog for perception check

    Leryn sniffs the air and both the wolf and the huge mastiff follows the sounds coming from under the rubble
    Displayed Leryn Perception Check DC 6: 1d8 + 2 + 1d10 ⇒ (3) + 2 + (3) = 8 Success

    Falling Rubble:

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

    Explore: Defeating rubble gives free explore - Howling Sands Card 3: Ubashki Swarm. No examine so no trigger.

    Light Crossbow Combat Check DC 8/10: 1d10 + 1d8 + 3 ⇒ (7) + (7) + 3 = 17
    Light Crossbow Combat Check DC 8/10: 1d10 + 1d8 + 3 ⇒ (3) + (3) + 3 = 9
    Monster defeated but not by 2
    Constitution Check DC 7: 1d6 ⇒ 1 No Success - burying crow

    After defeating, examining the top card of my deck (Desna's Star)

    Ubashki Swarm:

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

    Adowyn whispers into Leryn's ear and points a finger towards her quarry
    Since Leryn is displayed will put him on top of deck to examine the top 2 cards of my location
    Howling Sands Card 4: Bonecrusher Ambusher and triggers.

    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (BotG) to evade a bane I encounter and then may examine the top card of my location deck.

    Random Dune Examine: 1d5 + 3 ⇒ (5) + 3 = 8 Top card is Howling Sands Card 8: Guardian Scroll

    (note: also not sure if my 2nd examine is done prior to evade, after, or not at all..treated it as 2nd or 3rd choice)

    Ravenous Toll Roll(1-Bl,2-Al,3-Sp/W,4-I: 1d4 ⇒ 2 Following Cards are buried: Allies - none
    EOT: End Turn and Reset hand
    If Leryn is in hand, I will display him on next turn right after timer blessing is flipped

    Adowyn wrote:

    Hand: w1Light Crossbow, I2Desna's Star, Blessing of Ra, 1 BoAncients

    Displayed: Leryn, Curse of the Ravenous
    Deck: 9 Discard: 1 Buried: 1
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    Blessing of Ra, 1 BoAncients

    Sideboard cards: w2Javelin;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w3Atlatl s1EnchantedFang Crocodile Skin Armor I1ABCompass Fox 2 BoAncients
    Recharged: S2Cure, Dog, 1 BotG
    Discard Pile:1 BotElements
    Buried Pile:Crow

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
    - Ranged: Dexterity +3
    Constitution d6 [X] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Ally
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    Card List (Starting/Current/Max): W 3/3/5,Sp 2/2/3, Ar 1/1/2 I 2/2/4 Al 3/3/5 Bl 4/4/6 Cohort 1 = 16
    POWERS:
    "After you defeat a monster ([ ] or a barrier), you may examine the top card of your
    deck; if it has the Animal trait, you may draw it. ([ ] Then you may recharge the top
    card of your deck.)
    "
    "You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow
    another character at your location to do so)
    . Then you may examine the top card of
    your location deck."
    Leryn (Cohort)

    Spoiler:

    Display this card. While displayed, you gain the skill Perception: Wisdom +2.
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Adowyn: Ravenous!
    Notes for Salim: needs to roll and take 1-4 combat damage from Olenjack's turn
    Notes for Athnul: Memories of Violence
    Additional Info 1: Third Law is active ( for closes)

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Athnul - Shifting Dunes 1-8 remain
    Raz - Tarworks 3-11 remain // ?=Bonecrusher Ambusher
    Mavaro - Windswept Chasm CLOSED
    Salim, Olenjack, Adowyn - Howling Sands 8, (random 4-7) remain // 4=Bonecrusher Ambusher, 8=Guardian Scroll
    Scrublands CLOSED


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    From a distance, Adowyn sees a few figures enter a cave and a plume of dust goes up in the air. She is too far away to hear anything useful so heads over there. When she gets close, she sees lots of rubble and boulders and can hear the sounds of survivors. She has the 2 canines sniff around and they find a way to help free them.
    The shifting of the ground brought up a vile swarm of undead Ubashki. The wolf and the mastiff growl and bark incessently at the pack of gaunt mummified felines and were able to then drive them off but not before they take Adowyn's scouting crow as prey first.

    "Vile creatures! I wish more dogs were in the area to rid you pests!"

    Leryn then manages to scout and find another Gnoll but this time, he slinks away before he is noticed.

    Adowyn then manages to pull out 2 dust covered men. The 2 men appear to be capable adventurers. "Greetings, my name is Adowyn and this Wolf is Leryn. I am not sure where Leryn found the dog but she occasionally follows along as well. I wish to cleanse this area of undead but it seems there are some gnolls that keep getting in my way."


    1 person marked this as a favorite.

    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Give Card: None
    Move: Stay at Howling Sands

    Out of Turn Updates: None
    Turn: 8 - Blessings Deck Card 3 / Blessing of the Ancients
    SOT: none

    1d4 dmg from Olenjacks turn: 1d4 ⇒ 3

    Discarding:
    Rapier
    Potion of Visioin
    Athlete

    To see what i explore(1 is card 4 etc): 1d4 ⇒ 1

    BoneCrusher Ambusher:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wisdom roll against Bonecrusher, DC 5, 1 bless from Raz: 2d8 ⇒ (5, 8) = 13

    Combat rolls against Bonecrusher(DC 13):
    Meele: 1d8 + 2 ⇒ (5) + 2 = 7
    Melted blade: 2d4 ⇒ (4, 4) = 8
    My Blessing: 1d8 ⇒ 6

    7+8+6 comes to 21

    Using Salims power: When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck

    Card: Night's Watch

    Henchmen defeted, closing location

    Third Law:: 1d6 ⇒ 4
    Buried Melted Blade :(

    Out of cards, so EOT

    EOT=End turn and reset hand

    Deck, Discard, Buried::

    Blessing of the Gods 3
    Blessing of the Gods 2
    Rapier
    Potion of Vision
    Athlete

    My current hand: :

    Blessing of the Gods 1
    Riding Horse
    Night Watch
    Caltrop_Bead
    Stalking Armor

    Powers:

    Strength d6 ☐+1 ☐+2
    Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
    Constitution d8 ☐+1 ☐+2 ☐+3
    Intelligence d6 ☐+1
    Knowledge Intelligence +2
    Wisdom d6 ☐+1 ☐+2
    Divine Wisdom +0
    Charisma d8 ☐+1 ☐+2 ☐+3
    Diplomacy Charisma +2
    Favored Card: Weapon
    Hand Size: 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (☐ If it is a weapon, you may put it on top of your deck instead.)
    ☐ Add 1d4 (☐ 1d8) to your non-combat check against a bane.

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Athnul - Shifting Dunes 1-8 remain
    Raz - Tarworks 3-11 remain // ?=Bonecrusher Ambusher
    Mavaro - Windswept Chasm CLOSED
    Salim, Olenjack, Adowyn - Howling Sands
    Scrublands CLOSED

    Notes for Olenjack: Bury a card and move


    Missed the roll to actually close the location, so here it goes
    Close location #7, DC 5, using 1d8 as my base and a blessing from Adowyn to make sure it works: 2d8 ⇒ (5, 6) = 11

    Notes: I used your blessing Adowyn, but you can recharg it i think. Sorry for using so much, but we closed a location, so it was worth i think


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Out of turn update - recharging Blessing of the elements for Salim's closing check.
    Since 4 cards remained after, the 3rd law did not trigger.
    Rolling for where Gnoll wanders off to

    Random Roll: 1d5 ⇒ 5 Gnoll retreats to Tarworks

    Adowyn wrote:

    Hand: w1Light Crossbow, I2Desna's Star, Blessing of Ra

    Displayed: Leryn, Curse of the Ravenous
    Deck: 10 Discard: 1 Buried: 1
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    Blessing of Ra

    Sideboard cards: w2Javelin;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w3Atlatl s1EnchantedFang Crocodile Skin Armor I1ABCompass Fox 2 BoAncients
    Recharged: S2Cure, Dog, 1 BotG, 1 BoAncients
    Discard Pile:1 BotElements
    Buried Pile:Crow

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
    - Ranged: Dexterity +3
    Constitution d6 [X] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Ally
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    Card List (Starting/Current/Max): W 3/3/5,Sp 2/2/3, Ar 1/1/2 I 2/2/4 Al 3/3/5 Bl 4/4/6 Cohort 1 = 16
    POWERS:
    "After you defeat a monster ([ ] or a barrier), you may examine the top card of your
    deck; if it has the Animal trait, you may draw it. ([ ] Then you may recharge the top
    card of your deck.)
    "
    "You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow
    another character at your location to do so)
    . Then you may examine the top card of
    your location deck."
    Leryn (Cohort)

    Spoiler:

    Display this card. While displayed, you gain the skill Perception: Wisdom +2.
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Adowyn: Ravenous!
    Notes for Salim: needs to roll and take 1-4 combat damage from Olenjack's turn
    Notes for Athnul: Memories of Violence
    Additional Info 1: Third Law is active ( for closes)

    Brickworks 1-10 remain
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Athnul - Shifting Dunes 1-8 remain
    Raz - Tarworks (Random 3-12) remain // 12=Bonecrusher Ambusher; 2 + ? Ambushers here
    Mavaro - Windswept Chasm CLOSED
    Salim, Olenjack, Adowyn - Howling Sands CLOSED
    Scrublands CLOSED


    deck handler

    Although Salim looks like he needs healing, moving to his current location is a waste of turn. I'll move somewhere else and he could come to me? And maybe I'll get a blessing to help with recharge. Salim, could you have the link to your deck handler somewhere so I can see how bad things are?

    Turn Order: Mavaro, Athnul, Olenjack, Raz, Adowyn, Salim
    Out of Turn Updates: Olenjack's turn: recharge Blessing of the Gods 2 (recharge since blessing discard card during his turn is Blessing of the Ancients)
    Turn: Turn 9 - Blessing of Ancients
    SOT: None
    Give Card: None
    Move: Move to Location #1: Brickworks
    Explore:

    Encounter Card 1: Baited Jewel Box:

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

    Autofail ==> Shuffled back into deck.

    Discard Planchette to examine top card, searching for weapon.
    Top Card: 1d10 ⇒ 1 ==> Baited Jewel Box, not weapon
    Trigger: Shuffle Stalking Armor into location deck.
    Recharge Planchette : Perception DC6: 1d8 + 2 ⇒ (5) + 2 = 7 ==> Recharged.

    End turn. Reset hand.

    Mavaro wrote:

    Hand: Magnifying Glass, Haki Stick, Possession, Fan of Flames, Blessing of the Gods 1, Cure,

    On Top: Kami Medium
    Displayed:
    Deck: 4 Discard: 4 Buried: 0
    Folio Reroll Available: Y
    Notes: Please don't use his blessing as keeping it to try to recharge Cure for next turn.

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Knowledge: Intelligence +1
    Wisdom d8 [ ]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    "Skills from Top Card: Charisma
    Diplomacy"

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 [ ]7
    Proficient with: Light Armors, [ ]Heavy Armors, Weapons
    Powers:
    Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
    You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type.


    "
    Card Descriptions:

    Hand descriptions:
    Haki Stick
    Spoiler:
    Haki Stick
    Traits: Club, Melee, Slashing, Basic
    Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4; you may additionally discard this card to add another 1d6.
    Recharge this card to shuffle your location deck.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to 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.
    Possession
    Spoiler:
    Possession
    Traits: Magic, Arcane, Divine, Mental, Basic
    Powers: On your turn, discard this card to examine the top card of your location deck; if it is an ally or a monster, encounter it. Then, if you have a role card, you may shuffle 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 or Perception 6 check to recharge this card instead of discarding it.
    Fan of Flames
    Spoiler:
    Fan of Flames
    Traits: Magic, Arcane, Attack, Fire, Basic
    Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
    Magnifying Glass
    Spoiler:
    Magnifying Glass
    Traits: Tool, Basic
    Powers: Reveal this card to add 1d4 to your Disable or Perception check against a barrier or a boon.
    Recharge this card to examine the top card of your deck, then you may shuffle your deck.
    Blessing of the Gods 1
    Spoiler:
    Blessing of the Gods 1
    Traits: Divine, Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Displayed descriptions:
    "

    Mavaro - Brickworks (random 1-11 // 11=Stalking Armor; Baited Jewel Box here)
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Athnul - Shifting Dunes 1-8 remain
    Raz - Tarworks (Random 3-12) remain // 12=Bonecrusher Ambusher; 2 + ? Ambushers here
    Windswept Chasm CLOSED
    Salim, Olenjack, Adowyn - Howling Sands CLOSED
    Scrublands CLOSED


    STR d6 (Melee +2) | DEX d6 | CON d10 (Fortitude + 2) | INT d4 | WIS d10 + 2 (Perception +2) | CHA d6 Deck Handler

    Turn Order: Athnul, Olenjack, Raz, Adowyn, Salim, Mavaro
    Out of Turn Updates: None
    Turn: Turn 4 - Blessing deck card 5 / Blessing of Bastet

    SOT: No armors, so no effect.
    Give Card: None
    Move: #5: Tarworks
    Explore: Tarworks 3-12: 1d10 + 2 ⇒ (6) + 2 = 8 Poison Blade Trap, Barrier B, Dex/Acro 5 OR Disable/Know 7

    Poison Blade Trap:

    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Discard Blessing of the Samurai.
    Dexterity 5: 2d6 ⇒ (6, 6) = 12 - Banished.
    Where was that roll against Memories of Violence? Discard Falcon to explore again.

    Explore: Tarworks 3-12, reroll 8: 1d10 + 2 ⇒ (6) + 2 = 8Tarworks 3-12, reroll 8: 1d10 + 2 ⇒ (3) + 2 = 5 Bonecrusher Ambusher, Henchman 1, Combat 10

    Bonecrusher Ambusher:

    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Reveal Conch Shell for d6 to Perception (Currently d4 + 2 due to Memories of Violence)
    BYA Perception 5: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7

    Reveal Amulet of Mighty Fists (+ d4), recharge Camel (+ Wis, d4, cry), borrow Salim's Blessing of the Gods
    Combat 10: 2d6 + 2 + 1d4 + 1d4 ⇒ (2, 6) + 2 + (2) + (3) = 15 - Defeated. Open location 1-4: 1d4 ⇒ 2 - Sulfur Pits

    Attempt to close location. Borrow Adowyn's Blessing of Ra (+2d vs Strength) for close.
    Strength 7: 3d6 ⇒ (3, 1, 2) = 6
    Such lovely luck I'm having this game.

    EOT End turn, reset hand.

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Blessing of the Gods 2, Conch Shell, Blessing of the Samurai 1, Blood Periapt 1,

    Displayed: Memories of Violence,
    Deck: 6 Discard: 4 Buried: 0
    Notes: Blessings available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    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. ([ ] Then you may recharge that blessing to explore your location.)


    Mavaro - Brickworks (random 1-11 // 11=Stalking Armor; Baited Jewel Box here)
    Sulfur Pits (random 1-11) remain // 11=Bonecrusher Ambusher
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Shifting Dunes 1-8 remain
    Athnul, Raz - Tarworks (Random 3-4,6-7,9-12, 8 total cards) remain // 12=Bonecrusher Ambusher; 1 + ? Ambushers here
    Windswept Chasm CLOSED
    Salim, Olenjack, Adowyn - Howling Sands CLOSED
    Scrublands CLOSED


    STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

    Turn Order: Olenjack, Raz, Adowyn, Salim, Mavaro, Athnul
    Out of turn updates: none
    Turn: Turn 11 – Blessing card 6/Blessing of Ra

    Spoiler:
    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.

    SOT: recharge cards with Cold trait – no such cards
    Give card: none
    Move: Move to Location 1, Brickworks
    Explore: Encounter random card 1d10 ⇒ 5
    Encounter Explorer’s Staff. Check to acquire Str/Melee 2. 1d4 ⇒ 4
    Woot! I have a new staff!

    Discard Blessing of the Spy 1 to explore, add 1 die to any checks.
    Explore 2: Encounter random card: 1d10 ⇒ 5
    re-roll 5: 1d10 ⇒ 1
    So, it's the Baited Jewel Box...
    Display both allies for +2. +1d for Blessing of the Spy.
    Disable 6:1d8 + 1 + 2 + 1d8 ⇒ (8) + 1 + 2 + (6) = 17
    Baited Jewel Box is banished! If defeated by at least 4, draw an item from the box.
    I drew Item 1: Potion of Healing

    You know what, Mavaro is looking pretty beat up.
    Have a drink, my friend!
    Heal Mavaro 1d4 ⇒ 3.
    EOT Reset hand.

    Olenjack wrote:

    Hand: Metamorph, Dagger, Explorer's Staff, Troubadour, Caltrops,

    On Top:
    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes: Sorry, don't have anything to share, but healed Mavaro 3.
    Shareable cards:

    Skills and Powers:

    SKILLS
    Strength d4 ☐+1 ☐+2
    Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
    Disable: Dexterity +1
    Constitution d6 ☐+1 ☐+2 ☐+3
    Intelligence d8 ☐+1
    Wisdom d6 ☐+1 ☐+2
    Perception: Wisdom +2
    Charisma d10 ☐+1 ☐+2 ☐+3
    Diplomacy: Charisma +2

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 1 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Card Descriptions:

    Hand descriptions:
    Dagger
    Spoiler:
    Dagger
    Knife/Ranged/Piercing/Basic
    For your combat check, reveal this card to use your Dex or Ranged skill +1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Caltrops
    Spoiler:
    Caltrops
    Object/Basic
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Metamorph
    Spoiler:
    Metamorph
    Half-elf/Alchemist/Basic
    While this card is in your hand, treat it as a monster as well as an ally.
    Discard this card to explore your location. During this exploration, you may discard a boon that has the Alchemical or Liquid trait to add a die to your combat check.
    Troubadour
    Spoiler:
    Troubadour
    Halfling/Basic
    Recharge this card to add 1d6 to your non-combat Dexterity or Charisma check.
    Discard this card to explore your location.
    Explorer's Staff
    Spoiler:
    Explorer's Staff
    Staff/Melee/Bludgeoning/2-Handed/Basic
    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.

    Displayed descriptions:

    Mavaro, Olenjack - Brickworks (random 1-11 // 11=Stalking Armor; cards 1 and 5 removed)
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Athnul - Shifting Dunes 1-8 remain
    Raz - Tarworks (Random 3-12) remain // 12=Bonecrusher Ambusher; 2 + ? Ambushers here
    Windswept Chasm CLOSED
    Salim, Adowyn - Howling Sands CLOSED
    Scrublands CLOSED

    Grand Lodge

    During This Adventure: 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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

    When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

    Additional Rules: The Third Law is displayed.

    The Third Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Turn Order: Raz, Adowyn, Salim, Mavaro, Athnul, Olenjack
    Turn: 12, Raz/MauveAvengr

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

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

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

    Spoiler:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9 The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

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

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

    Spoiler:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

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

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

    Weapons
    Spoiler:
    Khopesh
    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.

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

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

    Spoiler:
    Whip
    Weapon B
    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.

    Spoiler:
    Cat's Claws
    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.

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

    Spoiler:
    Cure
    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.

    Spoiler:
    Fireblade
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic To Acquire:
    Wisdom
    Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

    Armors
    Spoiler:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Armored Coat
    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.

    Spoiler:
    Armor of the Sands
    Armor C
    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.

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

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

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

    Spoiler:
    Crowbar
    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.

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

    Spoiler:
    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.

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

    Spoiler:
    Shock Lizard
    Ally 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.

    Spoiler:
    Marianix Karn
    Ally B
    Traits:
    Human
    Aspis
    Sage To Acquire:
    Charisma
    Diplomacy 9 Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

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

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

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

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

    Spoiler:
    Blessing of 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.

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    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.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 9 /
    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.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    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.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Mavaro/kuey, Olenjack/ajpopp, None

    Brickworks Card 1:
    Falcata
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

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

    Brickworks Card 3:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Brickworks Card 4:
    Embalmer
    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.

    Brickworks Card 5:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks Card 6:
    Desert Trapper
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Brickworks Card 7:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Brickworks Card 8:
    Frost Sling +1
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Brickworks Card 9:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Sulfur Pits Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sulfur Pits Card 3:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Sulfur Pits Card 4:
    Unshakable Chill
    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.

    Sulfur Pits Card 5:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Sulfur Pits Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Sulfur Pits Card 7:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Sulfur Pits Card 8:
    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.

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

    Sulfur Pits Card 10:
    Reta Bigbad
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran To Acquire:
    Combat 15
    OR CharismaDiplomacy 10 Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

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

    Volcanic Vents Card 2:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Volcanic Vents Card 3:
    Bonecrusher Hunter
    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.

    Volcanic Vents Card 4:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Volcanic Vents Card 5:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Volcanic Vents Card 6:
    Djinn Favor Amulet
    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.

    Volcanic Vents Card 7:
    Final Nights
    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.

    Volcanic Vents Card 8:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Volcanic Vents Card 9:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Volcanic Vents Card 10:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9 When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Volcanic Vents Card 11:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Shifting Dunes Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Torch
    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.

    Shifting Dunes Card 4:
    Helpful Haversack
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Shifting Dunes Card 5:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Shifting Dunes Card 6:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Shifting Dunes Card 7:
    Dhabba
    Ally C
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Wisdom
    Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Shifting Dunes Card 8:
    Acid Jet
    Spell C
    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.

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Athnul/Mhuirich, Raz/MauveAvengr, None

    Tarworks Card 1:
    The Evil Eye
    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.

    Tarworks Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Tarworks Card 3:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 4:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Tarworks Card 5:
    Stone Weasel
    Ally C
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Tarworks Card 6:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Tarworks Card 7:
    Enchanter
    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.

    Tarworks Card 8:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 9:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Windswept Chasm
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Howling Sands
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/Sonor, Adowyn/Zalarian, None

    Location #8: Thornscrub
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    STR d8 + 2 (melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (divine +1) | CHA d10 + 1 (diplomacy +2) Deck Handler

    Turn Order: Raz, Adowyn, Salim, Mavaro, Athnul, Olenjack
    Out of turn updates: none
    Turn: Turn 12 – Top blessing card/Blessing of Elements

    Blessing of Elements:

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

    SOT: Help out with Athnul's curse

    As I wander through the tarworks, I lose sight of my trusty recruit. I've heard gnoll calls around but am unable to find them. All of the sudden I see a human woman run past looking worse for wear. As she dodges a trap and avoids a gnoll, I come up to her. She looks cursed. I talk with her to see how she's doing, but she does not improve.

    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.

    Diplomacy 8: 1d10 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6

    Discard top card of my deck to add 1d6. It was a riding horse so recharge it instead. Ouch! Didn't pass though

    Give card: none
    Move: stay put
    Explore: Encounter top card

    I leave Athnul to rest and go explore with my trusty longsword and a journal I picked up. I sense something but I manage to convince myself it isn't real.

    The Evil Eye:

    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.

    Will try to talk my way out of this. Will discard top card of deck to add 1d6. Discard researcher

    Diplomacy 8: 1d10 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10

    That evil eye! Ouch. Luckily I could talk my way out of whatever was happening...

    Banish the Evil Eye

    EOT Reset hand.

    Raz wrote:

    Raz wrote:

    Hand: Sage Journal, Longspear, Longsword, Chain Mail,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +1
    Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 4
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([ ]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it

    Mavaro, Olenjack - Brickworks (random 1-11 // 11=Stalking Armor; cards 1 and 5 removed)
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // ?=Bonecrusher Ambusher
    Shifting Dunes 1-8 remain
    Athnul, Raz - Tarworks 2-9 remain; 3 Ambushers here
    Windswept Chasm CLOSED
    Salim, Adowyn - Howling Sands CLOSED
    Scrublands CLOSED


    deck handler

    Thanks for the healing!

    Mavaro wrote:

    Hand: Magnifying Glass, Haki Stick, Possession, Fan of Flames, Blessing of the Gods 1, Cure,

    On Top: Compass
    Displayed:
    Deck: 7 Discard: 1 Buried: 0
    Folio Reroll Available: Y
    Notes: Please don't use his blessing as keeping it to try to recharge Cure for next turn.

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Knowledge: Intelligence +1
    Wisdom d8 [ ]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    "Skills from Top Card: Wisdom
    Survival"

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 [ ]7
    Proficient with: Light Armors, [ ]Heavy Armors, Weapons
    Powers:
    Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
    You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type.


    "
    Card Descriptions:

    Hand descriptions:
    Haki Stick
    Spoiler:
    Haki Stick
    Traits: Club, Melee, Slashing, Basic
    Powers: For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4; you may additionally discard this card to add another 1d6.
    Recharge this card to shuffle your location deck.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to 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.
    Possession
    Spoiler:
    Possession
    Traits: Magic, Arcane, Divine, Mental, Basic
    Powers: On your turn, discard this card to examine the top card of your location deck; if it is an ally or a monster, encounter it. Then, if you have a role card, you may shuffle 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 or Perception 6 check to recharge this card instead of discarding it.
    Fan of Flames
    Spoiler:
    Fan of Flames
    Traits: Magic, Arcane, Attack, Fire, Basic
    Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
    Magnifying Glass
    Spoiler:
    Magnifying Glass
    Traits: Tool, Basic
    Powers: Reveal this card to add 1d4 to your Disable or Perception check against a barrier or a boon.
    Recharge this card to examine the top card of your deck, then you may shuffle your deck.
    Blessing of the Gods 1
    Spoiler:
    Blessing of the Gods 1
    Traits: Divine, Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Displayed descriptions:
    "

    The badly injured Mavaro gladly accepts the healing potion from Olenjack.

    BR, in the deck updates, under Located Here, could we also indicate which location cards we know are there, e.g. encountered but shuffled in? For example, it would be helpful to track which location has 3 henchman, etc.

    Grand Lodge

    Mavaro, I tried. I don't seem to have the capacity to do what you're asking using the BR site. I'll poke around some.

    During This Adventure: 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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

    When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

    Additional Rules: The Third Law is displayed.

    The Third Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz
    Turn: 13, Adowyn/Zalarian

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

    Spoiler:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

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

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

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

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

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

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

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

    Weapons
    Spoiler:
    Whip
    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.

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

    Spoiler:
    Fighting Crook
    Weapon C
    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.

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

    Spoiler:
    Explorer's Staff
    Weapon C
    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.

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

    Spoiler:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Acid Jet
    Spell C
    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.

    Spoiler:
    Elemental Treaty
    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
    Spoiler:
    Crocodile Skin Armor
    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.

    Spoiler:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Spoiler:
    Vented Plate Mail
    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.

    Spoiler:
    Portable Sarcophagus
    Armor P
    Traits:
    Light Armor
    Magic To Acquire:
    ConstitutionFortitude 6 Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Liquid
    Alchemical
    Healing To Acquire:
    Intelligence
    Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

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

    Spoiler:
    Ghost Battling Ring
    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.

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

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

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

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

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

    Spoiler:
    Embalmer
    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.

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

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

    Spoiler:
    Blessing of 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.

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    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.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of 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.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    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.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Mavaro/kuey, Olenjack/ajpopp, None

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

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

    Brickworks Card 3:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Brickworks Card 4:
    Embalmer
    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.

    Brickworks Card 5:
    Desert Trapper
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Brickworks Card 6:
    Proxy Armor 1
    Armor B
    Traits: To Acquire:
    Proxy 1 This is a proxy for an armor

    Brickworks Card 7:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks Card 8:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Brickworks Card 9:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Sulfur Pits Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sulfur Pits Card 3:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Sulfur Pits Card 4:
    Unshakable Chill
    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.

    Sulfur Pits Card 5:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Sulfur Pits Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Sulfur Pits Card 7:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Sulfur Pits Card 8:
    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.

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

    Sulfur Pits Card 10:
    Reta Bigbad
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran To Acquire:
    Combat 15
    OR CharismaDiplomacy 10 Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

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

    Volcanic Vents Card 2:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Volcanic Vents Card 3:
    Bonecrusher Hunter
    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.

    Volcanic Vents Card 4:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Volcanic Vents Card 5:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Volcanic Vents Card 6:
    Djinn Favor Amulet
    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.

    Volcanic Vents Card 7:
    Final Nights
    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.

    Volcanic Vents Card 8:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Volcanic Vents Card 9:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Volcanic Vents Card 10:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9 When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Volcanic Vents Card 11:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Shifting Dunes Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Torch
    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.

    Shifting Dunes Card 4:
    Helpful Haversack
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Shifting Dunes Card 5:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Shifting Dunes Card 6:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Shifting Dunes Card 7:
    Dhabba
    Ally C
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Wisdom
    Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Shifting Dunes Card 8:
    Acid Jet
    Spell C
    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.

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Athnul/Mhuirich, Raz/MauveAvengr, None

    Tarworks Card 1:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Tarworks Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Tarworks Card 4:
    Stone Weasel
    Ally C
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Tarworks Card 5:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Tarworks Card 6:
    Enchanter
    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.

    Tarworks Card 7:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 8:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Windswept Chasm
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Howling Sands
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/Sonor, Adowyn/Zalarian, None

    Location #8: Thornscrub
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Out of Turn Updates: used Blessing of Ra for Athnuls close-retconned due to Memories of Violence
    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Turn: 13 - Blessing of the Elements
    Give Card: None
    Move: Howling Sands -> Shifting Dunes

    Explore: Shifting Dunes Card 1: Void Glyph

    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (Blessing of Ra) to evade a bane I encounter and then may examine the top card of my location deck.

    Void Glyph:

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

    Random Examined Card: 1d8 ⇒ 3 Shifting Dunes Card 3:
    Torch

    Will recharge Desna's star to recharge random and in this case only card in discard pile

    Ravenous Toll Roll(1-Bl,2-Al,3-Sp/W,4-I: 1d4 ⇒ 2 Following Cards are buried: None in discard pile
    EOT: End Turn and Reset hand

    Adowyn wrote:

    Hand: w1Light Crossbow, w3Atlatl, I1ABCompass, s1EnchantedFang, 2 BoAncients

    Displayed: Leryn, Curse of the Ravenous
    Deck: 9 Discard: 0 Buried: 1
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    2 BoAncients, s1EnchantedFang

    Sideboard cards: w2Javelin;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: Crocodile Skin Armor Fox
    Recharged: S2Cure, Dog, 1 BotG, 1 BoAncients, Blessing of Ra, I2Desna's Star, 1 BotElements
    Discard Pile:
    Buried Pile:Crow

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
    - Ranged: Dexterity +3
    Constitution d6 [X] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Ally
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    Card List (Starting/Current/Max): W 3/3/5,Sp 2/2/3, Ar 1/1/2 I 2/2/4 Al 3/3/5 Bl 4/4/6 Cohort 1 = 16
    POWERS:
    "After you defeat a monster ([ ] or a barrier), you may examine the top card of your
    deck; if it has the Animal trait, you may draw it. ([ ] Then you may recharge the top
    card of your deck.)
    "
    "You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow
    another character at your location to do so)
    . Then you may examine the top card of
    your location deck."
    Leryn (Cohort)

    Spoiler:

    Display this card. While displayed, you gain the skill Perception: Wisdom +2.
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Adowyn: Ravenous!
    Notes for Athnul: Memories of Violence
    Additional Info 1: Third Law is active ( for closes)

    Mavaro, Olenjack - Brickworks 1-9 remain // ?=Mavaro's Stalking armor
    Sulfur Pits 1-10 remain
    Volcanic Vents 1-11 remain // 1 + ? Ambushers here
    Adowyn - Shifting Dunes 3, (random 1-2,4-8) remain // 1=Void Glyph, 3 = Torch
    Athnul, Raz - Tarworks 1-8 remain // 2 Ambushers + ? here
    Windswept Chasm CLOSED
    Salim - Howling Sands CLOSED
    Scrublands CLOSED


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    After learning that Salim and Olenjack are actively hunting the gnolls, Adowyn realizes that she can't focus all her energy on the undead and turn her back on preserving the lands. She then pledges to help and learns about the other people they are travelling with.
    Adowyn then heads deeper into the desert and notices a strange ominous building with torches adorned all around it. The hackles on Leryn indicated that this is not the place to visit and so she retreats to speak with her new companions.


    Strength d6,Dexterity d8 +2 (Melee: Dex + 2),Constitution d8,Intelligence d6,Wisdom d6, Charisma d8 Deck Handler

    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Give Card: None
    Move: Volcanic Vents

    Out of Turn Updates: None
    Turn: Turn 14 - Blessing of the Ancients
    During this turn: Salim will move to Volcanic Vents and explore

    Explore 1 at Volcanic Vents

    Blessing of the Elements:

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

    DC 6 to acquire BoE: 1d8 ⇒ 4
    Rolled a 4, so the card is banished

    Since I'll get healed next turn, i feel OK exploring again, hoping I won't hit a big monster next. Discarding Night Watch
    Explore 2 at Volcanic Vents

    Cure:

    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Rolling for Cure, using my blessing for 2d6: 2d6 ⇒ (4, 1) = 5

    Rerolling the one i got: 1d6 ⇒ 2

    Got the cure, I'll use it on myself

    Cure for myself: 1d4 + 1 ⇒ (2) + 1 = 3

    Cannot recharge cure, wisdom is too low

    EOT=End turn and reset hand

    Deck, Discard, Buried::

    Discarded: Athlete
    Blessing of the Gods 2
    Rapier
    Potion of Visioin
    Cure

    My current hand:

    Night Watch
    Riding Horse
    Light_Crossbow
    Caltrop_Bead
    The_Melted_Blade

    My plain is to stay here and keep working. I have cards now, though i miss any blessings currently. I don't need healing anymore i think.

    Most recent br refresh
    Salim's Deck
    Mavaro, Olenjack - Brickworks 1-9 remain // ?=Mavaro's Stalking armor
    Sulfur Pits 1-10 remain
    Salim - Volcanic Vents 3-11 remain // 1 + ? Ambushers here
    Adowyn - Shifting Dunes 3, (random 1-2,4-8) remain // 1=Void Glyph, 3 = Torch
    Athnul, Raz - Tarworks 1-8 remain // 2 Ambushers + ? here
    Windswept Chasm CLOSED
    Howling Sands CLOSED
    Scrublands CLOSED


    Strength d6,Dexterity d8 +2 (Melee: Dex + 2),Constitution d8,Intelligence d6,Wisdom d6, Charisma d8 Deck Handler

    After finally leaving the cursed desert, Salim longs for a change of scenery. Being the loner he is these days, he decides to explore the Volcanic Vents, maybe even get some rest. The last days were challenging. Walking up the mountain, he feels a fleeting presence of a deity, but he can't hang on to it. When he sits down to meditate on it though, he feels Pharasmas divine presence, and channels some of it cure the wounds he sustained during his last fight.


    deck handler

    Since no one needs healing for now, will move to spread ourselves out.

    Turn Order: Mavaro, Athnul, Olenjack, Raz, Adowyn, Salim
    Out of Turn Updates: Nil
    Turn:Turn 15: Blessing of Nethys
    SOT: None
    Give Card: None
    Move: Move to Location #2: Sulfur Pits
    Explore:

    Encounter Card 1: Shield Cloak:

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

    Discard Blessing of the Gods 1 for 1d8
    Knowledge DC8: 2d8 + 1 ⇒ (5, 2) + 1 = 8 ==> Acquired

    Discard Magnifying Glass to bring The Missing Eye to top of deck.
    Discard Possession to examine top card ==> Bonecrusher Ambusher, and encounter!
    Recharge Possession, Perception DC6: 1d8 + 2 ⇒ (7) + 2 = 9 ==> Recharged.

    Encounter Card 2: Bonecrusher Ambusher:

    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Perception DC5: 1d8 + 2 ⇒ (7) + 2 = 9
    Reveal Haki Stick and discard for additional 1d6
    Request Athnul recharge Blessing of the Samurai 1 for 1d8
    Combat DC10+3: 2d8 + 1 + 1d4 + 1d6 ⇒ (2, 5) + 1 + (3) + (1) = 12 ==> Use reroll for 1d6
    Combat DC10+3: 5 + 2 + 1 + 3 + 1d6 ⇒ 5 + 2 + 1 + 3 + (4) = 15 ==> Defeated
    Flee to which location?: 1d4 ⇒ 1 ==? Brickworks

    Closing, dealt 1 Acid damage ==> Recharge Shield Cloak to reduce damage to 0.
    Third Law can't activate since location deck still has 8 cards.
    Permanently closed.

    End turn. Reset hand.

    Mavaro wrote:

    Hand: The Missing Eye, Kami Medium, Blessing of the Gods 3, Fan of Flames, Planchette, Cure,

    On Top: Conch Shell
    Displayed:
    Deck: 5 Discard: 4 Buried: 0
    Folio Reroll Available: Y
    Notes: Please don't use his blessing as keeping it to try to recharge Cure for next turn.

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Knowledge: Intelligence +1
    Wisdom d8 [ ]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d6 [ ]+1 [ ]+2
    "Skills from Top Card: Wisdom
    Perception"

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 [ ]7
    Proficient with: Light Armors, [ ]Heavy Armors, Weapons
    Powers:
    Play with the top card of your deck face up. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
    You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
    When building your deck, you may treat 1 or more cards of 1 type of boon as boons of your favored card type.


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to 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.
    Fan of Flames
    Spoiler:
    Fan of Flames
    Traits: Magic, Arcane, Attack, Fire, Basic
    Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
    Planchette
    Spoiler:
    Planchette
    Traits: Object, Mental, Basic
    Powers: Discard this card and choose a type of boon, then examine the top card of your location deck. If it is that type, you automatically acquire it.
    After playing this card, you may succeed at a Perception 6 check to recharge this card instead of discarding it.
    Kami Medium
    Spoiler:
    Kami Medium
    Traits: Human, Medium, Basic
    Powers: Recharge this card to add 1d6 to your Survival check.
    Recharge this card to add 1d6 to your check to close a location.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks to close your location.
    Blessing of the Gods 3
    Spoiler:
    Blessing of the Gods 3
    Traits: Divine, Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Displayed descriptions:
    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Adowyn: Ravenous!
    Notes for Athnul: Memories of Violence, Mavaro request recharge of Blessing of Samurai 1
    Additional Info 1: Third Law is active ( for closes)

    Olenjack - Brickworks (random 1-10) remain // ?=Mavaro's Stalking armor, 10=Bonecrusher Ambusher
    Mavaro - Sulfur Pits CLOSED
    Salim - Volcanic Vents 3-11 remain // 1 + ? Ambushers here
    Adowyn - Shifting Dunes 3, (random 1-2,4-8) remain // 1=Void Glyph, 3 = Torch
    Athnul, Raz - Tarworks 1-8 remain // 2 Ambushers + ? here
    Windswept Chasm CLOSED
    Howling Sands CLOSED
    Scrublands CLOSED


    deck handler

    Status link in my post above is wrong. This is the correct one.
    Status Link

    Grand Lodge

    During This Adventure: 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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

    When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

    Additional Rules: The Third Law is displayed.

    The Third Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Turn Order: Athnul, Olenjack, Raz, Adowyn, Salim, Mavaro
    Turn: 16, Athnul/Mhuirich

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11 The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

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

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

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

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

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

    Spoiler:
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

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

    Spoiler:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

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

    Weapons
    Spoiler:
    Explorer's Staff
    Weapon C
    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.

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

    Spoiler:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

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

    Spoiler:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

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

    Spoiler:
    Elemental Treaty
    Spell C
    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.

    Spoiler:
    Cure
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Unshakable Chill
    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.

    Armors
    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Crocodile Skin Armor
    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.

    Spoiler:
    Splint Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude
    Craft 6 Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

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

    Spoiler:
    Tussah Silk Coat
    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.

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

    Spoiler:
    Alchemist's Kit
    Item B
    Traits:
    Tool
    Alchemical To Acquire:
    Intelligence
    Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Spoiler:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Spoiler:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

    Blessing of Thoth:
    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.

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of 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.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of 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.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Olenjack/ajpopp, None

    Brickworks Card 1:
    Embalmer
    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.

    Brickworks Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks Card 3:
    Frost Sling +1
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Brickworks Card 4:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Brickworks Card 6:
    Proxy Armor 1
    Armor B
    Traits: To Acquire:
    Proxy 1 This is a proxy for an armor

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

    Brickworks Card 8:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Brickworks Card 9:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Brickworks Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
    Location #2: Sulfur Pits
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/kuey, None

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Salim/Sonor, None

    Volcanic Vents Card 1:
    Bonecrusher Hunter
    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.

    Volcanic Vents Card 2:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Volcanic Vents Card 3:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Volcanic Vents Card 4:
    Djinn Favor Amulet
    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.

    Volcanic Vents Card 5:
    Final Nights
    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.

    Volcanic Vents Card 6:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Volcanic Vents Card 7:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

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

    Volcanic Vents Card 9:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    Shifting Dunes Card 1:
    Torch
    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.

    Shifting Dunes Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Shifting Dunes Card 4:
    Acid Jet
    Spell C
    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.

    Shifting Dunes Card 5:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

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

    Shifting Dunes Card 7:
    Helpful Haversack
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Athnul/Mhuirich, Raz/MauveAvengr, None

    Tarworks Card 1:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Tarworks Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Tarworks Card 4:
    Stone Weasel
    Ally C
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Tarworks Card 5:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Tarworks Card 6:
    Enchanter
    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.

    Tarworks Card 7:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 8:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Windswept Chasm
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Howling Sands
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Thornscrub
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    STR d6 (Melee +2) | DEX d6 | CON d10 (Fortitude + 2) | INT d4 | WIS d10 + 2 (Perception +2) | CHA d6 Deck Handler

    Turn Order: Athnul, Olenjack, Raz, Adowyn, Salim, Mavaro
    Out of Turn Updates:
    Retcon hand for end of last turn.

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Blessing of the Gods 2, Conch Shell, Blessing of the Samurai 1, Camel,

    Displayed: Memories of Violence,
    Deck: 6 Discard: 4 Buried: 0
    Notes: Blessings available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    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. ([ ] Then you may recharge that blessing to explore your location.)


    Recharge Blessing of the Samurai for Mavaro.

    Turn: Turn 15 - Blessings Card 0 / Blessing of Thoth

    SOT:

    Discard Blessing of the Gods to try and remove my own curse, it's low odds but I won't have many turns after this.
    Charisma 8: 2d6 ⇒ (1, 4) = 5 - Failed.

    Give Card: None
    Move: Stay at #5: Tarworks
    Explore: Armored Kilt, Armor B, Con/Fort 5

    Armored Kilt:

    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Fortitude 5: 1d10 + 2 ⇒ (10) + 2 = 12 - Acquired.

    Discard Camel to explore again

    Explore: Bonecrusher Ambusher, Monster 1, Combat 10

    Memories of Violence force me to evade, so the Bonecrusher gets shuffled back in, sorry folks.

    EOT: Reset hand.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Adowyn: Ravenous!
    Notes for Salim: Reroll used
    Notes for Mavaro: Reroll used
    Notes for Athnul: Memories of Violence, Mavaro request recharge of Blessing of Samurai 1
    Additional Info 1: Third Law is active ( for closes)
    Olenjack - Brickworks 1-10 remain // ?=Mavaro's Stalking armor, 1+?Ambushers here
    Mavaro - Sulfur Pits CLOSED
    Salim - Volcanic Vents 1-9 remain // 1 + ? Ambushers here
    Adowyn - Shifting Dunes 1-8 remain // ?=Void Glyph, 1 = Torch
    Athnul, Raz - Tarworks random 2-8 remain // 2 Ambushers + ? here
    Windswept Chasm CLOSED
    Howling Sands CLOSED
    Scrublands CLOSED

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Blood Periapt 1, Conch Shell, ac Armored Kilt, Teamster,

    Displayed: Memories of Violence,
    Deck: 5 Discard: 6 Buried: 0
    Notes: Could use a cure, but removing my curse would be great too.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    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. ([ ] Then you may recharge that blessing to explore your location.)

    Grand Lodge

    During This Adventure: 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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

    When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

    Additional Rules: The Third Law is displayed.

    The Third Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Turn Order: Olenjack, Raz, Adowyn, Salim, Mavaro, Athnul
    Turn: 17, Olenjack/ajpopp

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

    Monsters
    Spoiler:
    Crystal Stalker
    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.

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

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

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

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

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

    Spoiler:
    Dry Quicksand
    Barrier C
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Spoiler:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6 If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

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

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

    Weapons
    Spoiler:
    Spelldagger
    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.

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

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

    Spoiler:
    Corrosive Dagger +1
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Spoiler:
    Khopesh
    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.

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

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Elemental Treaty
    Spell C
    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.

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

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

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

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

    Spoiler:
    Armor of the Sands
    Armor C
    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.

    Spoiler:
    Splint Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude
    Craft 6 Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Items
    Spoiler:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

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

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

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

    Allies
    Spoiler:
    Shock Lizard
    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.

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 13

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of 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.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    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.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    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.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Olenjack/ajpopp, None

    Brickworks Card 1:
    Embalmer
    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.

    Brickworks Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks Card 3:
    Frost Sling +1
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Brickworks Card 4:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Brickworks Card 6:
    Proxy Armor 1
    Armor B
    Traits: To Acquire:
    Proxy 1 This is a proxy for an armor

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

    Brickworks Card 8:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Brickworks Card 9:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Brickworks Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
    Location #2: Sulfur Pits
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/kuey, None

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Salim/Sonor, None

    Volcanic Vents Card 1:
    Bonecrusher Hunter
    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.

    Volcanic Vents Card 2:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Volcanic Vents Card 3:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Volcanic Vents Card 4:
    Djinn Favor Amulet
    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.

    Volcanic Vents Card 5:
    Final Nights
    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.

    Volcanic Vents Card 6:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Volcanic Vents Card 7:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

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

    Volcanic Vents Card 9:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    Shifting Dunes Card 1:
    Torch
    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.

    Shifting Dunes Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Shifting Dunes Card 4:
    Acid Jet
    Spell C
    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.

    Shifting Dunes Card 5:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

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

    Shifting Dunes Card 7:
    Helpful Haversack
    Item 1
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity
    Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Athnul/Mhuirich, Raz/MauveAvengr, None

    Tarworks Card 1:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 2:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 3:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Tarworks Card 4:
    Bonecrusher Ambusher
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tarworks Card 5:
    Stone Weasel
    Ally C
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Tarworks Card 6:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Tarworks Card 7:
    Enchanter
    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.

    Location #6: Windswept Chasm
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: Howling Sands
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #8: Thornscrub
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    STR d4 | DEX d8+1 (Disable +1) | CON d6 | INT d8 | WIS d6 (Perception +2) | CHA d10 (Diplomacy +2) Olenjack Deck Handler

    Turn Order: Olenjack, Raz, Adowyn, Salim, Mavaro, Athnul
    Out of turn updates: none
    Turn: Turn 17 – Blessing of Wadjet
    SOT: null
    Give card: none
    Move: Remain at Location 1, Brickworks
    Explore 1:
    Encounter Embalmer. Charisma, Diplomacy, Craft 5 to acquire.
    Diplomacy DC 5: 1d10 + 2 ⇒ (6) + 2 = 8
    Acquired Embalmer

    Discard Metamorph to explore:
    Explore 2:
    Encounter Bonecrusher Ambusher!
    Try to avoid ambush: Perception DC 5: 1d6 + 2 ⇒ (2) + 2 = 4
    Failed. <sigh>
    Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0
    Hah! Worst ambush ever! I'm an old fat dwarf and you missed! Now you'll pay! It's Gnoll-fighting time! I smash him with the Explorer's Staff I found! And while he's dodging that, I'll stab him with my dagger. (Strength + discard Explorer's Staff + discard dagger)
    Combat: 1d4 + 2d6 + 1d4 ⇒ (3) + (2, 6) + (2) = 13
    Ambusher vanquished!
    The beast flees to location 3, 4, or 5. 1d3 + 2 ⇒ (1) + 2 = 3
    The Volcanic Vents.

    Let's try to close out the Brickworks. I'll reveal the Embalmer and Troubadour for +2.
    STR DC 5: 1d4 + 2 ⇒ (2) + 2 = 4
    Blast my old dwarven muscles! Well, at least we can keep looking for Mavaro's armor...

    EOT Reset hand.

    Olenjack wrote:

    Hand: Troubadour, Caltrops, Embalmer, Amulet of Life, Masque,

    On Top:
    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Notes: Bonecrusher Ambusher flees to Volcanic Vents.
    Shareable cards:

    Skills and Powers:

    SKILLS
    Strength d4 ☐+1 ☐+2
    Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
    Disable: Dexterity +1
    Constitution d6 ☐+1 ☐+2 ☐+3
    Intelligence d8 ☐+1
    Wisdom d6 ☐+1 ☐+2
    Perception: Wisdom +2
    Charisma d10 ☐+1 ☐+2 ☐+3
    Diplomacy: Charisma +2

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 1 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Card Descriptions:

    Hand descriptions:
    Amulet of Life
    Spoiler:
    Amulet of Life
    Accessory/Magic/Basic
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
    Caltrops
    Spoiler:
    Caltrops
    Object/Basic
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
    Masque
    Spoiler:
    Masque
    Human/Bard/Basic
    On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
    Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.
    Troubadour
    Spoiler:
    Troubadour
    Halfling/Basic
    Recharge this card to add 1d6 to your non-combat Dexterity or Charisma check.
    Discard this card to explore your location.
    Embalmer
    Spoiler:
    Embalmer
    Human/Hireling
    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.

    Displayed descriptions:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card 1 - BR Refresh Turn (2)
    Notes for Adowyn: Ravenous!
    Notes for Salim: Reroll used
    Notes for Mavaro: Reroll used
    Notes for Athnul: Memories of Violence
    Additional Info 1: Third Law is active ( for closes)

    Olenjack - Brickworks 1-8 remain // ?=Mavaro's Stalking armor, ?Ambushers here
    Mavaro - Sulfur Pits CLOSED
    Salim - Volcanic Vents 1-9 remain // 2 + ? Ambushers here
    Adowyn - Shifting Dunes 1-8 remain // ?=Void Glyph, 1 = Torch
    Athnul, Raz - Tarworks 1-7 remain // 2 Ambushers + ? here
    Windswept Chasm CLOSED
    Howling Sands CLOSED
    Scrublands CLOSED


    STR d8 + 2 (melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (divine +1) | CHA d10 + 1 (diplomacy +2) Deck Handler

    Turn Order: Raz, Adowyn, Salim, Mavaro, Athnul, Olenjack
    Out of turn updates: none
    Turn: Turn 18 – Blessing of Horus

    Blessing of Horus:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    SOT: Attempt to heal Athnul's Memories of Violence

    Diplomacy 8: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (2) = 14

    Discard top card of my deck to add 1d6. Discard helm. Success!

    Give card: none
    Move: Remain at Location 7, tarworks
    Explore 1: Encounter Henchman 1

    Bonecrusher Ambusher:
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Wisdom 5: 1d6 ⇒ 3
    Ranged combat damage: 1d4 - 1 ⇒ (2) - 1 = 1

    Recharge chain mail to reduce combat damage dealt by 2

    EDIT: discard chain main since all damage is fire damage at the tarworks

    Combat 10: 1d8 + 2 + 1d8 + 1d6 + 1d6 + 1d4 ⇒ (3) + 2 + (6) + (3) + (4) + (3) = 21

    Discard top card of deck to add 1d6. It's riding horse so recharge it instead. Discard longsword to add another 1d8. Reveal sage journal to add 1d4 to defeat henchman.

    I think I overkilled this gnoll.

    Let's try to close out the tarworks.
    Diplomacy 7: 1d10 + 2 + 1d6 ⇒ (9) + 2 + (5) = 16

    Discard top card of deck to add 1d6. Discard blessing of the gods

    Success! Tarworks is closed.

    On closing, can draw armor from discard or buried cards. Draw helm as it's my only armor in either.

    EDIT: Draw chain mail instead and leave helm in discard

    EOT: Reset hand.

    Raz wrote:

    Hand: Sage Journal, Longspear, Chain Mail, Blessing of the Gods 2,

    Displayed:
    Deck: 4 Discard: 8 Buried: 0
    Notes: Feel free to use blessing if needed
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +1
    Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 4
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([ ]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it

    Olenjack - Brickworks random 3-8 remain // ?=Mavaro's Stalking armor
    Mavaro - Sulfur Pits CLOSED
    Salim - Volcanic Vents 1-9 remain // 2 + ? Ambushers here
    Adowyn - Shifting Dunes 1-8 remain // ?=Void Glyph, 1 = Torch
    Athnul, Raz - Tarworks CLOSED
    Windswept Chasm CLOSED
    Howling Sands CLOSED
    Scrublands CLOSED


    STR d8 + 2 (melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (divine +1) | CHA d10 + 1 (diplomacy +2) Deck Handler

    Forgot to deal with the Third Law

    Third Law:
    The Third Law:

    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    6: 1d6 ⇒ 1

    Six cards remain in the deck. Third Law is still active


    STR d8 + 2 (melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (divine +1) | CHA d10 + 1 (diplomacy +2) Deck Handler

    As I continue walking along with Athnul, she stumbles across an old armored kilt and picks it up. We turn the corner and run into a gnoll but Athnul grabs my hand and leads us away before the gnoll catches wind of us. I ask her why we had to evade this beast and she starts to describe this horrid curse. I reassure her and she starts to look better. As we are talking, a gnoll stumbles right in front of us. I can tell Athnul is just starting to shake off the curse and is not ready to fight just yet. I tell her to hold back and I'll destroy this gnoll. After a quick glance through my sage journal, I rush up to the gnoll and slice right through it in one go. I feel like our work at the tarworks is done. I give my best to Athnul and we discuss our tactics for the future in case we ever split up again.


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Out of Turn Updates: Need to determine where gnoll fled to from Tarworks to Brickworks, Volcanic Vents, Shifting Dunes
    Random Roll: 1d3 ⇒ 2 Gnoll goes to Volcanic Vents

    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Turn: 19 - Blessings Deck Card 2 / Blessing of the Ancients
    SOT: Leryn will examine top card of location to still find the torch
    Give Card: None
    Move: Stay at Shifting Dunes

    Explore: Shifting Dunes Card 1: Torch Weapon C will recharge Blessing of the Ancients for check

    Strength Check DC 4: 1d6 + 1d6 ⇒ (1) + (2) = 3 Not Quite
    Strength Check DC 4 PAIZO REROLL: 2 + 1d6 ⇒ 2 + (6) = 8 Success

    Torch:

    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.

    Adowyn whispers into Leryn's ear and points a finger towards her quarry
    Since Leryn is displayed will put him on top of deck to examine the top 2 cards of my location
    Shifting Dunes Card 2: Bonecrusher Ambusher Trigger and No Leryn

    Wisdom Check DC 5: 1d8 ⇒ 1 No Success
    Random Roll: 1d4 - 1 ⇒ (1) - 1 = 0 Adowyn deftly avoids the arrow and retaliates

    Will bury atatl to add 2d6
    Atatl Combat Check DC 10+3=13: 1d10 + 1d6 + 3 + 2d6 ⇒ (9) + (4) + 3 + (6, 5) = 27 Monster defeated
    After defeating, examining the top card of my deck (Leryn) and Draw back into hand

    Bonecrusher Ambusher:

    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Gnoll flees to Brickworks or Volcanic Vents: 1d2 ⇒ 1 Flees to Brickworks

    Attempt closing by fighting Eel. Using BotG Blessing from Raz which is recharged due to BoAncients for timer

    Light Crossbow Combat Check DC 11+(1*2)=13: 1d10 + 1d8 + 3 + 1d10 ⇒ (4) + (4) + 3 + (7) = 18 Monster defeated
    After defeating, examining the top card of my deck (Armor)

    Giant Sand Eel:

    MM-B henchman (monster)
    Animal Veteran
    Check to defeat Combat 11*
    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    If undefeated, shuffle this card into a random open location deck and discard a card.

    If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from

    Shifting Dunes is closed
    3rd Law cannot activate as too many cards remain

    Will display Leryn and then recharge Compass to move to Brickworks and examine top random card

    Random Brickworks Card: 1d9 + 2 ⇒ (8) + 2 = 10 Brickworks Card 10: Skeletal Jackal

    Adowyn whispers into Leryn's ear and points a finger towards her quarry
    Since Leryn is displayed will put him on top of deck to examine the top 2 cards of my location

    Random 2nd Brickworks Card - reroll card 10: 1d9 + 2 ⇒ (9) + 2 = 11 Brickworks Card 11: Gnoll Ambusher

    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (Enchanted Fang) to evade a bane I encounter and then may examine the top card of my location deck.

    Random Brickworks Card: 1d9 + 2 ⇒ (9) + 2 = 11 Brickworks Card 11: Gnoll Ambusher

    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (Torch) to evade a bane I encounter and then may examine the top card of my location deck. I choose not to examine

    Ravenous Toll Roll(1-Bl,2-Al,3-Sp/W,4-I: 1d4 ⇒ 2 Following Cards are buried: None in Discard
    EOT: End Turn and Reset hand
    If Leryn is in hand, I will display him on next turn right after timer blessing is flipped

    Adowyn wrote:

    Hand: w1Light Crossbow, Crocodile Skin Armor, Fox, S2Cure

    Displayed: Leryn, Curse of the Ravenous
    Deck: 10 Discard: 0 Buried: 2
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    S2Cure, Fox

    Sideboard cards: w2Javelin;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}:
    Recharged: Dog, 1 BotG, 1 BoAncients, Blessing of Ra, I2Desna's Star, 1 BotElements, 2 BoAncients, I1ABCompass, s1EnchantedFang, Torch
    Discard Pile:
    Buried Pile:Crow, w3atlatl

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 [ ]
    - Ranged: Dexterity +3
    Constitution d6 [X] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    - Perception<Cohort>: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2
    Favored Card: Ally
    Hand Size: 5 [ ] 6
    Proficient With: Light Armors / Weapons

    Card List (Starting/Current/Max): W 3/3/5,Sp 2/2/3, Ar 1/1/2 I 2/2/4 Al 3/3/5 Bl 4/4/6 Cohort 1 = 16
    POWERS:
    "After you defeat a monster ([ ] or a barrier), you may examine the top card of your
    deck; if it has the Animal trait, you may draw it. ([ ] Then you may recharge the top
    card of your deck.)
    "
    "You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow
    another character at your location to do so)
    . Then you may examine the top card of
    your location deck."
    Leryn (Cohort)

    Spoiler:

    Display this card. While displayed, you gain the skill Perception: Wisdom +2.
    While displayed, at the start of your turn, you may examine the top card of your location deck.
    While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Adowyn: Ravenous! Reroll used
    Notes for Salim: Reroll used
    Notes for Mavaro: Reroll used
    Notes for Raz: BotG needs to be recharged from Adowyn's turn
    Additional Info 1: Third Law is active ( for closes)

    Olenjack, Adowyn - Brickworks (Random 3-11) remain // ?=Mavaro's Stalking armor, 10=skeletal jackal, 11=Ambusher
    Mavaro - Sulfur Pits CLOSED
    Salim - Volcanic Vents (Random 1-11) remain // 3 + ? Ambushers here, 10=Ambusher, 11=Ambusher
    Athnul - Shifting Dunes CLOSED
    Raz - Tarworks CLOSED
    Windswept Chasm CLOSED
    Howling Sands CLOSED
    Scrublands CLOSED


    Female Human | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    out of turn..using a blessing from Athnul for temp close of brickworks

    Strength Check DC 4+1=5: 1d6 + 1d6 ⇒ (5) + (5) = 10 Success


    Strength d6,Dexterity d8 +2 (Melee: Dex + 2),Constitution d8,Intelligence d6,Wisdom d6, Charisma d8 Deck Handler

    Turn Order: Adowyn, Salim, Mavaro, Athnul, Olenjack, Raz

    Give Card: None
    Move: Stay Volcanic Vents

    Out of Turn Updates: Adowyn closed the location the Villian could have run to.
    Turn: Turn 20 - Blessing of the Elements
    During this turn: Salim will stay at Volcanic Vents and explore

    Explore 1 at Volcanic Vents

    Random location number to explore: 1d11 ⇒ 7

    Yellow Jelly:

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

    I banish caltrop beads to defeat the jelly(It's dc 8, and bead kills a 9 or lower)

    Caltrop beads:

    Banish this card to add 1d4 to your combat check.

    Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

    I discard riding horse to explore again

    Explore 2 at Volcanic Vents

    Random location number to explore: 1d10 ⇒ 3

    Bonecrusher Master:

    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Using Salims power, my melee: melee: 1d8 + 2 ⇒ (7) + 2 = 9
    plus melted blade,and using it's power to bury Light_Crossbow for another 2d4: Melted Blade: 4d4 ⇒ (4, 2, 3, 1) = 10
    i think i should get +1 from scenario deck number also.

    Melted Blade:

    For your combat check, reveal this card to use your Strength or Melee + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

    If you have a role card, or if you are the owner of this card, you may additionally add the scenario's deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.

    Bonecrusher Master is dead

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