BR Dinketry's Season of the Plundered Tombs (Inactive)

Game Master dinketry

Available Traders:
Hadden Hoppert, Smiths of Wati, Sunburst Market, Auction House, Falsin Deek, Ghoul Market, Udjebet, Shardizhad, Agymah, Efni Raan, Naheeba, Trove of Nef-Taju


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Female Nyctessa's Deck Necromancer 7

Raz Bot

Fighting Sand Kraken at Volcanic Vents on Nyctessa's turn.

Sand Kraken:

MM
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 20
OR Survival
Dexterity
Acrobatics 10
When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated.
If defeated, automatically close the location this henchman came from.

Will do the Dex check. Discard Blessing of Tsukiyo. Discard top card of deck for 1d6+1.
Dex 10: 2d8 + 1d6 + 1 ⇒ (3, 3) + (2) + 1 = 9
Using shirt re-roll on a 3.
Dex 10: 6 + 1d8 ⇒ 6 + (4) = 10
Yeesh.


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 8 – Blessing of the Elements
SOT: nil
Give card: nil
Move: stay at Volcanic Vents
When you move, recharge a card.
At This Location: All monsters are immune to Poison.

Cast Detect Thoughts. Examine the top 3 cards and set aside any monsters or allies. Shuffle the location deck and put the cards I set aside in any order on top of it. Let’s hope for no triggers…
#1: Royal Naga
#2: Sand Kraken. Henchman. He goes on top.
#3: Mummy.
Order will be: Sand Kraken, Mummy, Royal Naga

Explore 1: Sand Kraken. Combat 20. Cast Ice and Fire.
Combat 20: 1d10 + 5 + 2d8 + 3 ⇒ (3) + 5 + (2, 5) + 3 = 18
Defeated. Now Raz has to defeat it and the location is closed automatically (so no fire damage).
Raz defeats the Sand Kraken.
Nyctessa re-animates the Sand Kraken's body to serve as a minion and heals a card (Vampire Bat).
The Volcanic Vents are closed.

End of Turn:
At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.
Examining Athnul’s blessing: Blessing of Ra. It goes to the bottom of the blessings deck.

Recovery:
Detect Thoughts, Arcane 10: 1d10 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8
Ice and Fire, Arcane 12: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (3) = 16

Reset Hand

Nyctessa wrote:

Hand: Blessing of Isis, Spellbook, Blessing of the Seventh Veil, Hungering Staff, Key of the Second Vault, Deathgrip, Sand Kraken,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Current Location: Volcanic Vents
Hero Points: 5
Dice Re-Roll Used for 3-5A?: N
NOTES:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2

Favored Card: Spell
Hand Size: 7
Proficiencies:
Arcane
POWERS:
• When you would defeat a monster and would banish it, you may draw it instead, then you may shuffle into your deck a random card from your discard pile.
• You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 or a number of d4s equal to the banished card's adventure deck number to your check to defeat a monster.
• Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
• If your check is against a card that has the Undead trait, add 1d8.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (4)? (hour deck is [random 7(sandstorm)-37],1(ancients),3(horus),5(elements) Used: 22,35
Notes for Adowyn: Mavaro: moved to Howling Sands & recharge card
Notes for Athnul: Mavaro: moved to Earthworks & recharge card
Notes for Raz: Mavaro: moved to Volcanic Vents & recharge card; used BoTsukiyo and discard top card of deck on Nyctessa's turn
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: examine top card and if blessing bottom deck

Mavaro - Location #1: Elemental Trenches 2-5,7,9,10 SHUFFLED remain // 2=Find Traps
Location #3: Sulfur Pits 1-10 SHUFFLED remain // ?=Blessing of the Elements, ?=Venomous Heavy Crossbow +2
Nyctessa, Raz, - Location #4: Volcanic Vents CLOSED // (Displayed Call Spirit: +1d4 or +1d6 Perception)
Adowyn - Location #5: Howling Sands 6,4,7,5,2,3 remain // 6=Shasalqu;4=Dry Quicksand;7=Pard;5=Aghash;2=Minnothet;3=Smoked Glass Goggles
Location #6: Thornscrub 1-10 SHUFFLED remain
Athnul - Location #7: Earthworks 1-10 remain // ?=Pakesket, 1=Elemental Arachnid


deck handler

Slight revision to hand. Mavaro would have Effigy of Maat in hand and hence drawn one less card during reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Spellbook, Chronicler, Cloud Puff, Bird Feather Tokens, Effigy of Maat,

Top Card: Sign of the Rider Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: #1: Elemental Trenches
Hero Points: 6
Tier.XP: 5.0
Reroll Avail: No
NOTES:
Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Bird Feather Tokens: reroll 1 die
Cloud Puff: location ignore BYA and AYA
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Sign of the Rider,
Middle of Deck (Unknown Order): Restorative Touch (Core), Blessing of the Elements, Binder's Tome, Kinetic Blast, Sign of the Lantern Bearer, Create Mindscape, Wayfinder, Cleric of Nethys, Sign of the Pack, Armor of the Sands, Pyrokinesis, Object Reading, Wand of Flying
Recharged:
Discard Pile: Sign of the Stranger,
Buried Pile:

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 equal to Knowledge (from top card):
Strength Perception

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

"


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

On Mavaro's turn, Raz moves to Volcanic Vents. Recharge Camel due to scenario power.

On Nyctessa's turn, Raz has to fight a Sand Kraken. Discard Blessing of Tsukiyo to bless check and discard top card of deck to add 1d6+1. Discard Blessing of Shax.

Raz wrote:

Hand: Mass Cure, Hatchetbird,

Displayed:
Deck: 16 Discard: 3 Buried: 0
Current Location: Volcanic Vents
Hero Points: 9
Paizo Reroll: Not Used
NOTES:
Available Support: Can charge in!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frost Lance +2, Lance +1, Shieldsplitter Lance, Ebon Thorn, Blessing of Gorum, Hand of the Honest Man, Lance of Jousting, Weaponrack Backpack, Riding Horse 2, Retriever (Pal), Fortified Breastplate
Recharged: Warhorse (Pal), Warhorse (UC), Retriever (UC), Steel Ibis Lamellar, Camel 1 (UC),
Discard Pile: Blessing of Iomedae, Blessing of Shax, Blessing of Tsukiyo,
Buried Pile:

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 ☐ 5
Proficiencies:
Armor Weapons Divine
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.

Grand Lodge

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 12, 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:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

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

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

Spoiler:
Mummified Sphinx
MM
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.

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

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

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

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

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

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

Weapons
Spoiler:
Spellsword +2
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

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

Spoiler:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

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

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

Spells
Spoiler:
Pillar of Life
MM
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

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

Armors
Spoiler:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

Allies
Spoiler:
Hearth Elemental
MM
Ally 4
Traits:
Elemental
Fire
To Acquire:
See Below None
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

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

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

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

Blessings
Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

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

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

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

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

Current Hour:

Blessing of Horus:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Hours Remaining: 33

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/MauveAvengr:
Spoiler:
Hourglass Card 1 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 2 Mavaro/kuey:
Spoiler:
Hourglass Card 2 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 3 Adowyn/Zalarian:
Spoiler:
Hourglass Card 3 Adowyn/Zalarian
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Hourglass Card 4 Olenjack/ajpopp:
Spoiler:
Hourglass Card 4 Olenjack/ajpopp
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 5 Athnul/Mhuirich:
Spoiler:
Hourglass Card 5 Athnul/Mhuirich
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Raz/MauveAvengr:
Spoiler:
Hourglass Card 6 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 7 Mavaro/kuey:
Spoiler:
Hourglass Card 7 Mavaro/kuey
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 8 Adowyn/Zalarian:
Spoiler:
Hourglass Card 8 Adowyn/Zalarian
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 9 Olenjack/ajpopp:
Spoiler:
Hourglass Card 9 Olenjack/ajpopp
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 10 Athnul/Mhuirich:
Spoiler:
Hourglass Card 10 Athnul/Mhuirich
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 11 Raz/MauveAvengr:
Spoiler:
Hourglass Card 11 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 12 Mavaro/kuey:
Spoiler:
Hourglass Card 12 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 13 Adowyn/Zalarian:
Spoiler:
Hourglass Card 13 Adowyn/Zalarian
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 14 Olenjack/ajpopp:
Spoiler:
Hourglass Card 14 Olenjack/ajpopp
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Athnul/Mhuirich:
Spoiler:
Hourglass Card 15 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Raz/MauveAvengr:
Spoiler:
Hourglass Card 16 Raz/MauveAvengr
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 17 Mavaro/kuey:
Spoiler:
Hourglass Card 17 Mavaro/kuey
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 18 Adowyn/Zalarian:
Spoiler:
Hourglass Card 18 Adowyn/Zalarian
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 19 Olenjack/ajpopp:
Spoiler:
Hourglass Card 19 Olenjack/ajpopp
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Athnul/Mhuirich:
Spoiler:
Hourglass Card 20 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 21 Raz/MauveAvengr:
Spoiler:
Hourglass Card 21 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 22 Mavaro/kuey:
Spoiler:
Hourglass Card 22 Mavaro/kuey
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Adowyn/Zalarian:
Spoiler:
Hourglass Card 23 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 24 Olenjack/ajpopp:
Spoiler:
Hourglass Card 24 Olenjack/ajpopp
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Athnul/Mhuirich:
Spoiler:
Hourglass Card 25 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 26 Raz/MauveAvengr:
Spoiler:
Hourglass Card 26 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 27 Mavaro/kuey:
Spoiler:
Hourglass Card 27 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 28 Adowyn/Zalarian:
Spoiler:
Hourglass Card 28 Adowyn/Zalarian
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 29 Olenjack/ajpopp:
Spoiler:
Hourglass Card 29 Olenjack/ajpopp
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 30 Athnul/Mhuirich:
Spoiler:
Hourglass Card 30 Athnul/Mhuirich
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 31 Raz/MauveAvengr:
Spoiler:
Hourglass Card 31 Raz/MauveAvengr
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 32 Mavaro/kuey:
Spoiler:
Hourglass Card 32 Mavaro/kuey
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 33 Adowyn/Zalarian:
Spoiler:
Hourglass Card 33 Adowyn/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Elemental Trenches Card 1:
Girtablilu
MM
Henchman 4
Type: Monster
Traits:
Trigger
Girtablilu
To Defeat:
Combat 19
When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Elemental Trenches Card 2:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Elemental Trenches Card 3:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Elemental Trenches Card 4:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Elemental Trenches Card 5:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Elemental Trenches Card 6:
Galvanic Chakram +1
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
Elemental Trenches Card 7:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

Location #2: Shifting Dunes
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 #3: 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: Blessing of the Elements, Venomous Heavy Crossbow +2

Sulfur Pits Card 1:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Sulfur Pits Card 2:
Burglar's Buckler
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Sulfur Pits Card 3:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Sulfur Pits Card 4:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Sulfur Pits Card 5:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Sulfur Pits Card 6:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Sulfur Pits Card 7:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 8:
Sebti the Crocodile
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Sulfur Pits Card 9:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits Card 10:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/MauveAvengr, Olenjack/ajpopp, None

Location #5: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/Zalarian, Smoked Glass Goggles, Pard, Minnothet, Dry Quicksand, Shalsqu

Howling Sands Card 1 (Shasalqu):
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Howling Sands Card 2 (Dry Quicksand):
Dry Quicksand
MM
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.
Howling Sands Card 3 (Pard):
Pard
MM
Ally B
Traits:
Animal
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Howling Sands Card 4:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 5 (Minnothet):
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Howling Sands Card 6 (Smoked Glass Goggles):
Smoked Glass Goggles
MM
Item C
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Location #6: 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: Girtablilu Ranger
Thornscrub Card 1:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Thornscrub Card 2:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Thornscrub Card 3:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Thornscrub Card 4:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Thornscrub Card 5:
Ice Elemental
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.
Thornscrub Card 6:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Thornscrub Card 7:
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Thornscrub Card 8:
Crystal Stalker
MM
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.
Thornscrub Card 9:
Armor of the Sands
MM
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.
Thornscrub Card 10:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Location #7: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Mhuirich, Pakesket
Earthworks Card 1 (Elemental Arachnid):
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Earthworks Card 2:
Echoes of Confusion
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Earthworks Card 3:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Earthworks Card 4:
Crocodile Skin Madu
MM
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Earthworks Card 5:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Earthworks Card 7:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire
To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Earthworks Card 8:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Earthworks Card 9:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Earthworks Card 10:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.


STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz
Out of Turn Updates:
Turn: 0 / Blessing of Horus

At: #7: Earthworks
SOT: None
Give Card: No
Move: #3: Sulfur Pits, recharge Mighty Steed

Explore: 1/Venomous Heavy Crossbow +2, Weapon 5, Dex/Ran 10:

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

Dex 10, Blessing of Shizuru: 3d6 ⇒ (1, 1, 3) = 5 - Failed
Hero Point Dex 10, Blessing of Shizuru: 3d6 ⇒ (4, 3, 5) = 12 - Success

Discard BoLamashtu to explore

Explore: 2/Burglar's Buckler, Armor 1, Con/For/Dis 6:

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

Fortitude 6: 1d10 + 2 ⇒ (1) + 2 = 3 - Failed

End turn. Examine Blessings Deck: Conflagration, [color=red]Trigger[/color].
Random location: 1d7 ⇒ 1 - Elemental Trenches

Summary
Location: #3: Sulfur Pits
Acquired: 1/Venomous Heavy Crossbow +2
Banished: 2/Burglar's Buckler

Athnul wrote:

Hand: Blessing of Gorum, Venomous Heavy Crossbow +2, Amulet of Furious Fists, Hatchetbird, Rogue Ape, Blessing of the Lord in Iron,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 3
Used re-roll: No
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grappler's Mask, Blessing of Cayden Cailean, Blessing of Milani, Crown of Swords, Viking Shieldmaster
Recharged: Evangelist, Scarab Brooch (Loot), Tetisurah (Loot), Ascetic's Belt, Mighty Steed,
Discard Pile: Blessing of Gorum (2), Blessing of Angradd, Amulet of Fiery Fists, Blessing of Shizuru, Blessing of Lamashtu,
Buried Pile:

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

Role:[b] Keen Strike Monk
Favored Card: [b]Blessing

Hand Size: 5 ☑ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) and the Piercing trait (☑ and you may add the Magic trait); you may not play a weapon on this check. (☐ You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)
☐ You gain the skill Divine: Wisdom +1 (☐ +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (4)? (hour deck is [random 7(sandstorm)-37],1(ancients),3(horus),5(elements) Used: 22,35
Notes for Adowyn: Mavaro: moved to Howling Sands & recharge card
Notes for Raz: Mavaro: moved to Volcanic Vents & recharge card; used BoTsukiyo and discard top card of deck on Nyctessa's turn
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches 1-7 remain // ?=Find Traps, Conflagration

Location #3: Sulfur Pits 3-10 remain // ?=Blessing of the Elements
Nyctessa, Raz, - Location #4: Volcanic Vents CLOSED
Adowyn - Location #5: Howling Sands 1-6 remain // 1=Shasalqu;2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles
Location #6: Thornscrub 1-10 remain // ?=Girtablilu Ranger
Athnul - Location #7: Earthworks 1-10 remain // ?=Pakesket, 1=Elemental Arachnid


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

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of Turn Updates: N/a
Turn: Turn 10 - Using Blessing for Mavaro - Blessing of the Ancients

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

SOT: N/a
Give Card: N/a
Move: Stay at Volcanic Vent
Explore: Raz will cast Mass Cure. Both Nyctessa and Raz will heal some cards.

Nyctessa Heal: 1d4 + 1 ⇒ (1) + 1 = 2
Raz Heal: 1d4 + 1 ⇒ (1) + 1 = 2

Both Nyctessa and Raz heal 2 cards each. Raz will heal Blessing of Tsukiyo and Blessing of Iomedae. Shuffle deck (which will shuffle all my recharged mounts).

Will discardHatchetbird to move to Earthworks to fight the Elemental Arachnid. Add 1d6 to combat check. No cards in hand so do not have to recharge card due to movement.

Encounter: Elemental Arachnid

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

Raz takes 1 Acid damage, 1 Cold damage, 1 Electricity damage, and 1 Fire damage. Will suffer Curse of the Sphinx. To fight the Arachnid, Raz will use Melee. Discard top card of deck to add 1d6+1. Discard Blessing of Gorum. Will ask Athnul for Blessing of Gorum to bless check twice. Hatchetbird adds 1d6 to check.

Combat 17: 3d8 + 4 + 1d6 + 1 + 1d6 ⇒ (1, 2, 2) + 4 + (1) + 1 + (2) = 13

Raz fails the check. So many 1's and 2's. Raz takes a lot of elemental damage but has no cards in deck. Already cursed. Elemental Arachnid shuffled back into deck. End turn.

End Turn: Reset Hand.

Examine top card of Hourglass. Examine Blessing of Osiris (Adowyn's Blessing). Recharge Blessing of Osiris.

Raz wrote:

Hand: Lance of Jousting, Shieldsplitter Lance, Blessing of Iomedae, Weaponrack Backpack,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Current Location: Earthworks
Hero Points: 9
Paizo Reroll: USED
NOTES:
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lance +1, Fortified Breastplate, Warhorse (Pal), Hand of the Honest Man, Steel Ibis Lamellar, Camel 1 (UC), Retriever (UC), Blessing of Tsukiyo, Riding Horse 2, Warhorse (UC), Ebon Thorn, Retriever (Pal), Frost Lance +2
Recharged:
Discard Pile: Blessing of Gorum, Blessing of Shax, Hatchetbird,
Buried Pile:

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 ☐ 5
Proficiencies:
Armor Weapons Divine
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (4)? (hour deck is [random 7(sandstorm)-37],1(ancients),3(horus),5(elements) Used: 22,35
Notes for Adowyn: Mavaro: moved to Howling Sands & recharge card
Notes for Athnul: Raz: used Blessing of Gorum
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches 1-7 remain // ?=Find Traps, Conflagration

Athnul - Location #3: Sulfur Pits 3-10 remain // ?=Blessing of the Elements
Nyctessa, - Location #4: Volcanic Vents CLOSED
Adowyn - Location #5: Howling Sands 1-6 remain // 1=Shasalqu;2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles
Location #6: Thornscrub 1-10 remain // ?=Girtablilu Ranger
Raz - Location #7: Earthworks 1-10 (random) remain // ?=Pakesket, ?=Elemental Arachnid


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

Raz will display Weaponrack Backpack and put Lance of Jousting on it.

Raz wrote:

Hand: Shieldsplitter Lance, Blessing of Iomedae,

Displayed: Weaponrack Backpack, Lance of Jousting,
Deck: 13 Discard: 3 Buried: 0
Current Location: Earthworks
Hero Points: 9
Paizo Reroll: USED
NOTES:
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Riding Horse 2, Steel Ibis Lamellar, Lance +1, Ebon Thorn, Retriever (UC), Warhorse (UC), Camel 1 (UC), Frost Lance +2, Fortified Breastplate, Warhorse (Pal), Blessing of Tsukiyo, Hand of the Honest Man, Retriever (Pal)
Recharged:
Discard Pile: Blessing of Gorum, Blessing of Shax, Hatchetbird,
Buried Pile:

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 ☐ 5
Proficiencies:
Armor Weapons Divine
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.


deck handler

Out of Turn Updates:
On Nyctessa's turn, Call Spirit placed in Recovery.
Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
Turn: Turn 11: (Olenjack's) Blessing of Horus
SOT:

Conflagration:

MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Recharge Cloud Puff to reload Blessing of the Elements and shuffle.
(Dexterity = Knowledge due to reloaded Blessing of the Elements)
Display Spellbook for +1d4, Chronicler for +1d6.
Dexterity DC9+5: 1d8 + 4 + 1d4 + 1d6 ⇒ (5) + 4 + (3) + (3) = 15 ==> Defeated and Banished!

SoT which Element?: 1d6 ⇒ 6 ==> Poison. None in hand.

Give Card: Nil
Move: Stay at #1: Elemental Trenches
Explore:

#1: Girtablilu:

MM
Henchman 4
Type: Monster
Traits:
Trigger
Girtablilu
To Defeat:
Combat 19
When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA: No Attack card in hand.
(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power +1d6+5
Display Spellbook and Chronicler for +1d6.
Combat DC19: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 + 1d6 ⇒ (8) + 4 + (7) + 1 + (4) + 5 + (3) = 32 ==> Defeated!

Defeated Monster so Banish Raz's Curse!

Location Closed automatically.
When closed, Bury 1d4 ⇒ 4 cards ==> Ouch! This is bad!
Spellbook, Chronicler, Bird Feather Tokens, Effigy of Maat

End Turn:
Examine Blessing Deck ==> (Athnul's) Blessing of Abadar move to bottom

(Divine = Knowledge due to reloaded Blessing of the Elements)
Recovery, Call Spirit, DC11: 1d8 + 4 ⇒ (7) + 4 = 11 ==> Recharged

Reset Hand.

"

Mavaro wrote:

Hand: The Missing Eye, Blessing of the Elements, Kinetic Blast, Pyrokinesis, Restorative Touch (Core), Cloud Puff, Sign of the Lantern Bearer,

Top Card: Sign of the Rider Displayed:
Deck: 10 Discard: 1 Buried: 4
Current Location: #1: Elemental Trenches
Hero Points: 6
Tier.XP: 5.0
Reroll Avail: No
NOTES:
Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Sign of the Rider,
Middle of Deck (Unknown Order): Object Reading, Armor of the Sands, Wayfinder, Cleric of Nethys, Binder's Tome, Create Mindscape, Wand of Flying, Sign of the Pack
Recharged: Call Spirit,
Discard Pile: Sign of the Stranger,
Buried Pile: Spellbook, Chronicler, Bird Feather Tokens, Effigy of Maat,

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 equal to Knowledge (from top card):
Strength Perception

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (12) (1: Banished, 2&4: Discarded, 3&5: bottom decked)
Notes for Adowyn: Mavaro: moved to Howling Sands & recharge card
Notes for Athnul: Raz: used Blessing of Gorum
Notes for Raz: Mavaro: Curse banished!
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches CLOSED

Athnul - Location #3: Sulfur Pits 3-10 remain // ?=Blessing of the Elements
Nyctessa, - Location #4: Volcanic Vents CLOSED
Adowyn - Location #5: Howling Sands 1-6 remain // 1=Shasalqu;2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles
Location #6: Thornscrub 1-10 remain // ?=Girtablilu Ranger
Raz - Location #7: Earthworks 1-10 (random) remain // ?=Pakesket, ?=Elemental Arachnid

Grand Lodge

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 15, 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:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

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

Spoiler:
Mummy Golem
MM
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

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

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

Barriers
Spoiler:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

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

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

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

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

Weapons
Spoiler:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

Spoiler:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

Spoiler:
Djinni Quarterstaff
MM
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.

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

Spoiler:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

Spoiler:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Pillar of Life
MM
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

Spoiler:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Wyvern Poison
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

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

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

Spoiler:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

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

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

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

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

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

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

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

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

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

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

Current Hour:

Conflagration:
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Olenjack/ajpopp:
Spoiler:
Hourglass Card 1 Olenjack/ajpopp
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 2 Athnul/Mhuirich:
Spoiler:
Hourglass Card 2 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 3 Raz/MauveAvengr:
Spoiler:
Hourglass Card 3 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 4 Mavaro/kuey:
Spoiler:
Hourglass Card 4 Mavaro/kuey
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 5 Adowyn/Zalarian:
Spoiler:
Hourglass Card 5 Adowyn/Zalarian
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 6 Olenjack/ajpopp:
Spoiler:
Hourglass Card 6 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 7 Athnul/Mhuirich:
Spoiler:
Hourglass Card 7 Athnul/Mhuirich
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 8 Raz/MauveAvengr:
Spoiler:
Hourglass Card 8 Raz/MauveAvengr
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Mavaro/kuey:
Spoiler:
Hourglass Card 9 Mavaro/kuey
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Adowyn/Zalarian:
Spoiler:
Hourglass Card 10 Adowyn/Zalarian
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 11 Olenjack/ajpopp:
Spoiler:
Hourglass Card 11 Olenjack/ajpopp
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 12 Athnul/Mhuirich:
Spoiler:
Hourglass Card 12 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 13 Raz/MauveAvengr:
Spoiler:
Hourglass Card 13 Raz/MauveAvengr
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Mavaro/kuey:
Spoiler:
Hourglass Card 14 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 15 Adowyn/Zalarian:
Spoiler:
Hourglass Card 15 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Olenjack/ajpopp:
Spoiler:
Hourglass Card 16 Olenjack/ajpopp
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Athnul/Mhuirich:
Spoiler:
Hourglass Card 17 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Raz/MauveAvengr:
Spoiler:
Hourglass Card 18 Raz/MauveAvengr
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Mavaro/kuey:
Spoiler:
Hourglass Card 19 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 20 Adowyn/Zalarian:
Spoiler:
Hourglass Card 20 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Olenjack/ajpopp:
Spoiler:
Hourglass Card 21 Olenjack/ajpopp
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 22 Athnul/Mhuirich:
Spoiler:
Hourglass Card 22 Athnul/Mhuirich
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 23 Raz/MauveAvengr:
Spoiler:
Hourglass Card 23 Raz/MauveAvengr
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 24 Mavaro/kuey:
Spoiler:
Hourglass Card 24 Mavaro/kuey
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 25 Adowyn/Zalarian:
Spoiler:
Hourglass Card 25 Adowyn/Zalarian
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 26 Olenjack/ajpopp:
Spoiler:
Hourglass Card 26 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 27 Athnul/Mhuirich:
Spoiler:
Hourglass Card 27 Athnul/Mhuirich
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 28 Raz/MauveAvengr:
Spoiler:
Hourglass Card 28 Raz/MauveAvengr
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Hourglass Card 29 Mavaro/kuey:
Spoiler:
Hourglass Card 29 Mavaro/kuey
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Elemental Trenches
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,

Location #2: Shifting Dunes
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 #3: 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: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Athnul/Mhuirich, Blessing of the Elements

Sulfur Pits Card 1:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Sulfur Pits Card 2:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Sulfur Pits Card 3:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Sulfur Pits Card 4:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Sulfur Pits Card 5:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 6:
Sebti the Crocodile
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Sulfur Pits Card 7:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits Card 8:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Olenjack/ajpopp, None

Location #5: 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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/Zalarian, Smoked Glass Goggles, Pard, Minnothet, Dry Quicksand, Shalsqu

Howling Sands Card 1 (Shasalqu):
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Howling Sands Card 2 (Dry Quicksand):
Dry Quicksand
MM
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.
Howling Sands Card 3 (Pard):
Pard
MM
Ally B
Traits:
Animal
To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Howling Sands Card 4:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 5 (Minnothet):
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Howling Sands Card 6 (Smoked Glass Goggles):
Smoked Glass Goggles
MM
Item C
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Location #6: 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: Girtablilu Ranger
Thornscrub Card 1:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Thornscrub Card 2:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Thornscrub Card 3:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Thornscrub Card 4:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Thornscrub Card 5:
Ice Elemental
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.
Thornscrub Card 6:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Thornscrub Card 7:
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Thornscrub Card 8:
Crystal Stalker
MM
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.
Thornscrub Card 9:
Armor of the Sands
MM
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.
Thornscrub Card 10:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Location #7: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Raz/MauveAvengr, Pakesket, Elemental Arachnid
Earthworks Card 1:
Echoes of Confusion
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Earthworks Card 2:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire
To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Earthworks Card 3:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Earthworks Card 4:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Earthworks Card 5:
Crocodile Skin Madu
MM
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Earthworks Card 6:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Earthworks Card 7:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Earthworks Card 8:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Earthworks Card 9:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Earthworks Card 10:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.


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

Out of Turn Updates: None
Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn

Hour: Conflagration
Random Open Location: 1d4 ⇒ 3 Conflagration is at Thornscrub

Conflagration:

MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

SOT:
No cold cards in hand to recharge
Leryn will examine top card of location (Shasalqu)
Give Card: None
Move: Stay at Howling Sands
Explore: Howling Sands Card 1 (Shasalqu)

Aspect of the Bull adds a die to first explore
Wisdom Check DC 6: 1d8 + 1 + 1d8 ⇒ (6) + 1 + (4) = 11 Success
Hawkmoon Bow Combat Check DC 9: 1d10 + 2d6 + 7 ⇒ (3) + (6, 4) + 7 = 20 Monster Automatically defeated; will reveal armor to ignore cold damage
After defeating, examining the top card of my deck (Major Cure); can/will draw it if animal

Shasalqu:

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

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 and choose the following order:
Howling Sands Card 3 (Pard)
Howling Sands Card 2 (Dry Quicksand)

Will discard snow leopard to explore
Explore: Howling Sands Card 3 (Pard)

Survival Check DC 7: 1d8 + 3 ⇒ (8) + 3 = 11 Success

Pard:

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

Will discard to examine the following and choose to keep on top:
Thornscrub Card 1: Elder Ice Elemental

Will discard Hatchetbird to move to Thornscrub and explore. Will recharge Hand Crossbow
Explore: Thornscrub Card 1: Elder Ice Elemental
Constitution Check DC 8: 1d6 ⇒ 4 No Success so can only use 1 card
Hawkmoon Bow Combat Check DC 16: 1d10 + 2d6 + 7 ⇒ (3) + (4, 6) + 7 = 20 Monster defeated
After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

Elder Ice Elemental:

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

Will display Leryn
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 and choose the following order:
Aghash (Trigger - Hourglass Card 1 Olenjack/ajpopp Blessing of Maat is discarded and Sandstorm shuffled in to blessing deck)
Thornscrub Card 3: Fiendish Sphinx TRIGGER

Adowyn recharges her hand, resets it, and then encounters Warrior Dolls

Adowyn wrote:

Hand: w3Oathbow, S2Major Cure, Heat Metal (Core), BoAchaekek, 1 BoMilani, Blessing of Horus, Leryn,

Adowyn steps away just as Leryn leaps ahead growling menacingly

Will recharge a card (Blessing of Milani) to evade a bane I encounter and then choose not to examine the top card of my location deck.

Warrior Dolls:

MM-1 henchman (monster)
ConstructSwarmVeteran
Check to defeat
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat in increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.

If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.

If defeated, you may immediately attempt to close the location this henchman came from.

Now that triggers are out of the way, I will order them as follows:
Thornscrub Card 3: Fiendish Sphinx
Thornscrub Card 2: Aghash

Will display Leryn

Adowyn heals 1d4+1 cards
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Adowyn then heals 1 card

Adowyn ends her turn examining top card of blessing deck - if blessing move to bottom.
Random Blessing 1=Sandstorm: 1d29 ⇒ 21 Hourglass Card 21 Olenjack/ajpopp Blessing of the Ancients is moved to bottom

Reminder of Scenario changes:

Aspect of the bull adds die to first explore if displayed

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Adowyn attempts to recover all cards in her Recovery pile.
Major Cure: Divine 10: 1d8 + 3 ⇒ (2) + 3 = 5 -> S2Major Cure discarded.

Adowyn resets her hand revealing any plants as necessary.

"

Adowyn wrote:

Hand: w3Oathbow, Heat Metal (Core), BoAchaekek, Blessing of Horus, Reed Snake Armor, Vision, w2Allying Hand Crossbow +2,

Displayed: s1Aspect of the Bull, Leryn,
Deck: 12 Discard: 2 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings available if have any

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): w1Hawkmoon Bow, Snow Leopard, Armor of the Sands, Hatchetbird, Draughtcap Fungus, 1 BotGreenFaith, Pard, Fox, Scarab of Mummy Defense, Ubashki, Archer's Bracers, 1 BoMilani
Recharged:
Discard Pile: Blessing of Nivi Rhombodazzle, S2Major Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
- Ranged: Dexterity +3
- Divine: Wisdom +2
- Survival: Wisdom +2
- Perception<Cohort>: Wisdom +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
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 (12) (Banished (?), Discarded (?), bottom decked (21 Blessing of the Ancients))
Notes for Athnul: Raz: used Blessing of Gorum
Notes for Raz: Mavaro: Curse banished!
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches CLOSED

Athnul - Location #3: Sulfur Pits 1-8 remain // ?=Blessing of the Elements
Nyctessa, - Location #4: Volcanic Vents CLOSED
Location #5: Howling Sands 2-6 remain // 2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles
Adowyn - Location #6: Thornscrub 3,2,4-10 (Conflagration) remain // 2=Aghash, 3=Fiendish Sphinx, ?=Girtablilu Ranger
Raz - Location #7: Earthworks 1-10 remain // ?=Pakesket, ?=Elemental Arachnid

Grand Lodge

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 16, Nyctessa/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:
Plasma Ooze
MM
Monster 5
Traits:
Ooze
Electricity
Fire
To Defeat:
Combat 20
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
Before you act, succeed at a Strength 13 check or discard a weapon.

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

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

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

Spoiler:
Blasphemous Priest
MM
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.

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

Spoiler:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

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


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

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

Weapons
Spoiler:
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

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

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

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

Spoiler:
Spellsword +2
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

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

Spoiler:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

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

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

Spoiler:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Spoiler:
Bloodroot Poison
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

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

Allies
Spoiler:
Hyaenodon
MM
Ally B
Traits:
Trigger
Animal
Elite
To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.

Spoiler:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

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

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Mhuirich:
Spoiler:
Hourglass Card 1 Athnul/Mhuirich
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Raz/MauveAvengr:
Spoiler:
Hourglass Card 2 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 3 Mavaro/kuey:
Spoiler:
Hourglass Card 3 Mavaro/kuey
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Adowyn/Zalarian:
Spoiler:
Hourglass Card 4 Adowyn/Zalarian
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Olenjack/ajpopp:
Spoiler:
Hourglass Card 5 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 6 Athnul/Mhuirich:
Spoiler:
Hourglass Card 6 Athnul/Mhuirich
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Raz/MauveAvengr:
Spoiler:
Hourglass Card 7 Raz/MauveAvengr
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Mavaro/kuey:
Spoiler:
Hourglass Card 8 Mavaro/kuey
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Adowyn/Zalarian:
Spoiler:
Hourglass Card 9 Adowyn/Zalarian
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 10 Olenjack/ajpopp:
Spoiler:
Hourglass Card 10 Olenjack/ajpopp
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Hourglass Card 11 Athnul/Mhuirich:
Spoiler:
Hourglass Card 11 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Raz/MauveAvengr:
Spoiler:
Hourglass Card 12 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 13 Mavaro/kuey:
Spoiler:
Hourglass Card 13 Mavaro/kuey
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 14 Adowyn/Zalarian:
Spoiler:
Hourglass Card 14 Adowyn/Zalarian
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 15 Olenjack/ajpopp:
Spoiler:
Hourglass Card 15 Olenjack/ajpopp
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Athnul/Mhuirich:
Spoiler:
Hourglass Card 16 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 17 Raz/MauveAvengr:
Spoiler:
Hourglass Card 17 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Mavaro/kuey:
Spoiler:
Hourglass Card 18 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 19 Adowyn/Zalarian:
Spoiler:
Hourglass Card 19 Adowyn/Zalarian
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 20 Olenjack/ajpopp:
Spoiler:
Hourglass Card 20 Olenjack/ajpopp
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 21 Athnul/Mhuirich:
Spoiler:
Hourglass Card 21 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 22 Raz/MauveAvengr:
Spoiler:
Hourglass Card 22 Raz/MauveAvengr
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 23 Mavaro/kuey:
Spoiler:
Hourglass Card 23 Mavaro/kuey
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Adowyn/Zalarian:
Spoiler:
Hourglass Card 24 Adowyn/Zalarian
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 25 Olenjack/ajpopp:
Spoiler:
Hourglass Card 25 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 26 Athnul/Mhuirich:
Spoiler:
Hourglass Card 26 Athnul/Mhuirich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 27 Raz/MauveAvengr:
Spoiler:
Hourglass Card 27 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 28 Mavaro/kuey:
Spoiler:
Hourglass Card 28 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Location #1: Elemental Trenches
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,

Location #2: Shifting Dunes
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 #3: 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: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Athnul/Mhuirich, Blessing of the Elements

Sulfur Pits Card 1:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Sulfur Pits Card 2:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Sulfur Pits Card 3:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Sulfur Pits Card 4:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Sulfur Pits Card 5:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 6:
Sebti the Crocodile
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Sulfur Pits Card 7:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits Card 8:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Olenjack/ajpopp, None

Location #5: 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Smoked Glass Goggles, Pard, Minnothet, Dry Quicksand, Shalsqu

Howling Sands Card 1 (Dry Quicksand):
Dry Quicksand
MM
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.
Howling Sands Card 2 (Aghash):
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 3 (Minnothet):
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Howling Sands Card 4 (Smoked Glass Goggles):
Smoked Glass Goggles
MM
Item C
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Location #6: 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: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Adowyn/Zalarian,
Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
, Girtablilu Ranger
Thornscrub Card 1 (Fiendish Sphinx):
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Thornscrub Card 2 (Aghash):
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Thornscrub Card 3:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Thornscrub Card 4:
Ice Elemental
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.
Thornscrub Card 5:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Thornscrub Card 6:
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Thornscrub Card 7:
Crystal Stalker
MM
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.
Thornscrub Card 8:
Armor of the Sands
MM
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.
Thornscrub Card 9:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Location #7: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Raz/MauveAvengr, Pakesket, Elemental Arachnid
Earthworks Card 1:
Echoes of Confusion
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Earthworks Card 2:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire
To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Earthworks Card 3:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Earthworks Card 4:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Earthworks Card 5:
Crocodile Skin Madu
MM
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Earthworks Card 6 (Aghash):
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Earthworks Card 7:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Earthworks Card 8:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Earthworks Card 9:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Earthworks Card 10:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.


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

Adowyn actually takes a fire damage at eot..discards achaekek for 1 fire damage and suffer curse of the Sphinx.

Curse of the Sphinx:

Traits: Curse Sphinx
While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.
If you already have the Curse of the Sphinx displayed, banish this card.

Adowyn wrote:

Hand: w3Oathbow, Heat Metal (Core), w1Hawkmoon Bow, Blessing of Horus, Reed Snake Armor, Vision, w2Allying Hand Crossbow +2,

Displayed: s1Aspect of the Bull, Leryn,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings available if have any

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Snow Leopard, Pard, Draughtcap Fungus, Fox, 1 BoMilani, Armor of the Sands, Hatchetbird, 1 BotGreenFaith, Ubashki, Archer's Bracers, Scarab of Mummy Defense
Recharged:
Discard Pile: Blessing of Nivi Rhombodazzle, S2Major Cure, BoAchaekek,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
- Ranged: Dexterity +3
- Divine: Wisdom +2
- Survival: Wisdom +2
- Perception<Cohort>: Wisdom +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
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.


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 13 – Blessing of Wadjet
SOT: nil
Give card: nil
Move: move to Thornscrub. Recharge Hungering Staff.
When you move, recharge a card.
At This Location: Banes that have the Poison trait may not be evaded.

Bury (put in recovery) Key of the Second Vault to banish Conflagration.

Explore 1: Fiendish Sphinx. Int, Know, Arcane, Wis 12 to defeat. Will use Arcane and reveal Spellbook.
Arcane 12: 1d10 + 6 + 1d4 ⇒ (4) + 6 + (4) = 14
Success.
Discard Blessing of the Seventh Veil to explore again.

Explore 2: Aghash. Combat 21 to defeat. Cast Deathgrip, discard Blessing of Isis, and banish Sand Kraken.
Combat 21: 1d10 + 6 + 2d8 + 3d4 ⇒ (2) + 6 + (7, 5) + (3, 2, 3) = 28
Defeated…
…and raised as an undead minion (draw it).
And I heal a card. (Blessing of Isis)
To close, I take 1 point of Poison damage. Will discard Aghash.
Thornscrub is closed.

End of Turn:
At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.
Next card is Athunl’s Blessing of Thoth. Moved to bottom of blessing deck.

Recovery:
Key of the Second Vault, Arcane 12: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19
Deathgrip, Arcane 10: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18

Reset Hand

Nyctessa wrote:

Hand: Detect Thoughts, Vampire Bat, Spellbook, Fire Snake, Blessing of Isis, Ice and Fire, Ring of Rat Fangs,

Displayed:
Deck: 15 Discard: 2 Buried: 0
Current Location: Thornscrub
Hero Points: 5
Dice Re-Roll Used for 3-5A?: N
NOTES:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2

Favored Card: Spell
Hand Size: 7
Proficiencies:
Arcane
POWERS:
• When you would defeat a monster and would banish it, you may draw it instead, then you may shuffle into your deck a random card from your discard pile.
• You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 or a number of d4s equal to the banished card's adventure deck number to your check to defeat a monster.
• Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
• If your check is against a card that has the Undead trait, add 1d8.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (12) (Banished (?), Discarded (?), bottom decked (21 Blessing of the Ancients))
Notes for Athnul: Raz: used Blessing of Gorum
Notes for Raz: Mavaro: Curse banished!
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: examine top card and if blessing bottom deck

Mavaro - Location #1: Elemental Trenches CLOSED
Athnul - Location #3: Sulfur Pits 1-8 remain // ?=Blessing of the Elements
Location #5: Howling Sands 2-6 remain // 2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles
Adowyn, Nyctessa - Location #6: Thornscrub CLOSED
Raz - Location #7: Earthworks 1-10 remain // ?=Pakesket, ?=Elemental Arachnid


STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz
Out of Turn Updates: Discard BoGorum for Raz
Turn: 2 / Conflagration move to: 1d7 ⇒ 6 - Thornscrub

At: #3: Sulfur Pits
SOT: None
Give Card: No
Move: No

Explore: 1/Ghoul, Monster 1, Com 11:

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

Combat 11, Amulet, recharge Hatchetbird: 1d6 + 2 + 2d6 + 1d6 ⇒ (2) + 2 + (6, 2) + (6) = 18 - Banished

Discard Rogue Ape to explore.

Explore: 2/Elder Ifreeti, Monster 4, Com 19:

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

Combat 19, Amulet, recharge Venomous Heavy Crossbow +2 for character power: 1d6 + 2 + 2d6 + 1d10 + 4 + 5 ⇒ (5) + 2 + (2, 2) + (6) + 4 + 5 = 26 - Banished.

End turn. Examine Blessings Deck: 3 (Mavaro/kuey) Blessing of Anubis. Move to bottom of blessing deck.

Summary
Location: #3: Sulfur Pits
Banished: 1/Ghoul, 2/Elder Ifreeti

Athnul wrote:

Hand: Blessing of Cayden Cailean, Crown of Swords, Amulet of Furious Fists, Grappler's Mask, Blessing of Milani, Blessing of the Lord in Iron,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Hero Points: 3
Used re-roll: No
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Viking Shieldmaster
Recharged: Evangelist, Scarab Brooch (Loot), Tetisurah (Loot), Ascetic's Belt, Mighty Steed, Hatchetbird, Venomous Heavy Crossbow +2,
Discard Pile: Blessing of Gorum (2), Blessing of Angradd, Amulet of Fiery Fists, Blessing of Shizuru, Blessing of Lamashtu, Blessing of Gorum, Rogue Ape,
Buried Pile:

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

Role:[b] Keen Strike Monk
Favored Card: [b]Blessing

Hand Size: 5 ☑ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) and the Piercing trait (☑ and you may add the Magic trait); you may not play a weapon on this check. (☐ You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)
☐ You gain the skill Divine: Wisdom +1 (☐ +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16) (Banished (?), Discarded (?), bottom decked (28 Ancients 1 Thoth))
Notes for Adowyn: Curse of the Sphinx
Notes for Raz: Mavaro: Curse banished!
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches CLOSED

Athnul - Location #3: Sulfur Pits 3-8 remain // ?=Blessing of the Elements

Location #5: Howling Sands 2-6 remain // 2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles
Adowyn, Nyctessa - Location #6: Thornscrub CLOSED
Raz - Location #7: Earthworks 1-10 remain // ?=Pakesket, ?=Elemental Arachnid


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

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of Turn Updates: The Conflagration from Athnul's turn needs to go to a random open location.

Conflagration Location: 1d3 ⇒ 3

Conflagration is displayed next to Earthworks.

Turn: Turn 15(?) - Using Blessing for Adowyn - Blessing of Anubis

Blessing of Anubis:
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: N/a
Give Card: N/a
Move: Stay at Earthworks
Explore: Echoes of Confusion

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

Discard top card of deck to add 1d6+1. Warhorse so recharged instead.

Diplomacy 8: 1d10 + 4 + 1d6 + 1 ⇒ (4) + 4 + (4) + 1 = 13

Defeated. Discard Blessing of Iomedae to explore again.

Explore 2: Pakesket

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

Discard top card of deck for both checks. Discard Fortified Breastplate for first check and recharge Riding Horse for second check.

Diplomacy 8: 1d10 + 4 + 1d6 + 1 ⇒ (6) + 4 + (4) + 1 = 15
Diplomacy 12: 1d10 + 4 + 1d6 + 1 ⇒ (5) + 4 + (3) + 1 = 13

Acquired! Woohoo! Ally 5. Discard Pakesket to explore location.

Explore 3: Elemental Arachnid

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

Not this thing again. Will discard Shieldsplitter Lance as 1 Acid damage, emptying Raz's hand. Suffer Curse of the Sphinx. After damage, Raz will bury the displayed card Weaponrack Backpack to draw Lance of Jousting (which was displayed on top of Weaponrack Backpack). Using the Lance of Jousting Raz will do Melee+1d8+1. Discard top card of deck to add 1d6+1. Discard Blessing of Tsukiyo. Will ask Athnul for Blessing of Cayden Cailean to bless check.

Combat 17: 2d8 + 4 + 1d8 + 1 + 1d6 + 1 ⇒ (1, 7) + 4 + (5) + 1 + (1) + 1 = 20

What's with all the 1's Raz keeps rolling? At least Elemental Arachnid is defeated. Since Raz used Pakesket to explore and she defeated a monster, she can recharge two random cards from her discard pile. Recharge Blessing of Shax and Hatchetbird.

End Turn: Reset Hand. Conflagration is displayed at Earthworks. Take 1 Fire damage. Discard Lance of Jousting. Already cursed.

Examine top card of Hourglass. Examine Sandstorm (Nyctessa's/Olenjack's Blessing).

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

Nyctessa Movement: 1d7 ⇒ 4 Volcanic Vents - CLOSED
Athnul Movement: 1d7 ⇒ 1 Elemental Trenches - CLOSED
Raz Movement: 1d7 ⇒ 2 Shifting Dunes - CLOSED
Mavaro Movement: 1d7 ⇒ 7 Earthworks - top card: Necklace of Fireballs - Earthworks is shuffled
Adowyn Movement: 1d7 ⇒ 3 Sulfur Pits - top card: Acid Splash - Sulfur Pits is shuffled

Raz moves to Shifting Dunes, but has no cards in hand so doesn't recharge anything.

Raz wrote:

Hand: Lance +1, Steel Ibis Lamellar, Retriever (UC), Camel 1 (UC),

Displayed:
Deck: 9 Discard: 8 Buried: 1
Current Location: Shifting Dunes
Hero Points: 9
Paizo Reroll: USED
NOTES:
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Retriever (Pal), Hand of the Honest Man, Frost Lance +2, Warhorse (UC), Ebon Thorn
Recharged: Warhorse (Pal), Riding Horse 2, Blessing of Shax, Hatchetbird,
Discard Pile: Blessing of Gorum, Lance of Jousting, Mass Cure, Blessing of Iomedae, Fortified Breastplate, Pakesket, Shieldsplitter Lance, Blessing of Tsukiyo,
Buried Pile: Weaponrack Backpack,

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 ☐ 5
Proficiencies:
Armor Weapons Divine
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16) (Banished (?), Discarded (?), bottom decked (28 Ancients 1 Thoth))
Notes for Adowyn: Curse of the Sphinx/Recharge card
Notes for Nyctessa: Recharge card
Notes for Athnul: Recharge card; Raz used Blessing of Cayden Cailean
Notes for Raz: Curse of the Sphinx
Notes for Mavaro: Recharge card
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Athnul - Location #1: Elemental Trenches CLOSED
Raz - Location #2: Shifting Dunes CLOSED
Adowyn - Location #3: Sulfur Pits 3-8 (shuffled) remain // ?=Blessing of the Elements; 3=Acid Splash
Nyctessa - Location #4: Volcanic Vents CLOSED
Location #5: Howling Sands 2-6 remain // 2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles

Mavaro - Location #7: Earthworks Conflagration: 4-10 (shuffled) remain // Conflagration displayed/ 4=Necklace of Fireballs


deck handler

Out of Turn Updates:
On Raz's turn, recharge Blessing of the Elements
Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
Turn: Turn 16: (Athnul's) Blessing of Thoth
SOT:

Conflagration:

MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Recharge Cloud Puff to reload Blessing of the Elements and shuffle.
(Dexterity = Knowledge due to reloaded Blessing of the Elements)
Request Adowyn's Blessing of Horus to bless twice.
Dexterity DC9+5: 1d8 + 4 + 2d8 ⇒ (5) + 4 + (1, 6) = 16 ==> Defeated and Banished!

Give Card: Nil
Move: Stay at #7: Earthworks
Explore:
Which card? 4-10: 1d7 + 3 ⇒ (6) + 3 = 9

#9: Guardian Scroll:

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

(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power for +1d6+5.
Combat DC11: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 ⇒ (4) + 4 + (5) + 1 + (2) + 5 = 21 ==> Defeated

Banish Adowyn's Curse of the Sphinx.

Discard Sign of the Lantern Bearer to explore again.
Which card? 4-8,10: 1d6 ⇒ 2 ==> #5

#5: Crocodile Skin Madu:

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

Armor so recharge Sign of the Lantern Bearer
(Constitution = Knowledge due to reloaded Blessing of the Elements)
Constitution DC3: 1d8 + 4 ⇒ (5) + 4 = 9 ==> Acquired

End Turn:
Examine Blessing deck ==> (Raz's) Blessing of Abadar. Put to bottom of deck.
Recharge Pyrokinesis to reload Binder's Tome and shuffle.
Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Crocodile Skin Madu, Kinetic Blast, Binder's Tome, Restorative Touch (Core), Object Reading, Sign of the Rider,

Top Card: Wand of Flying Displayed:
Deck: 11 Discard: 1 Buried: 4
Current Location: #7: Earthworks
Hero Points: 6
Tier.XP: 5.0
Reroll Avail: No
NOTES:
Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Binder's Tome: +1d4 location Combat or Cha (Mental)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Wand of Flying,
Middle of Deck (Unknown Order): Call Spirit, Cloud Puff, Wayfinder, Sign of the Pack, Pyrokinesis, Create Mindscape, Blessing of the Elements, Armor of the Sands, Cleric of Nethys
Recharged: Sign of the Lantern Bearer,
Discard Pile: Sign of the Stranger,
Buried Pile: Spellbook, Chronicler, Bird Feather Tokens, Effigy of Maat,

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 equal to Knowledge (from top card):
Intelligence
Knowledge
Wisdom
Divine

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16) (Banished (?), Discarded (?), bottom decked (28 Ancients 1 Thoth))
Notes for Adowyn: Recharge card; Mavaro used Blessing of Horus
Notes for Nyctessa: Recharge card
Notes for Athnul: Recharge card; Raz used Blessing of Cayden Cailean
Notes for Raz: Curse of the Sphinx
Notes for Mavaro: Recharge card
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Athnul - Location #1: Elemental Trenches CLOSED
Raz - Location #2: Shifting Dunes CLOSED
Adowyn - Location #3: Sulfur Pits 3-8 (shuffled) remain // ?=Blessing of the Elements; 3=Acid Splash
Nyctessa - Location #4: Volcanic Vents CLOSED
Location #5: Howling Sands 2-6 remain // 2=Dry Quicksand;3=Pard;4=Aghash;5=Minnothet;6=Smoked Glass Goggles

Mavaro - Location #7: Earthworks 4,6-8,10 (shuffled) remain // 4=Necklace of Fireballs, 6=Aghash


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

Out of Turn Updates: moved to sulfur pits on Raz's turn (recharge spell vision), Curse of the Sphinx banished by Mavaro; discarded blessing of Horus
Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn

Hour: 20 - Hourglass Card 8 Mavaro/kuey Blessing of the Elements
SOT:
Random Sufur Pits Card: 1d6 + 2 ⇒ (1) + 2 = 3 Card 3
Leryn will examine top card of location (Sulfur Pits Card 3: Acid Splash)

2nd Random Sufur Pits Card: 1d5 + 3 ⇒ (4) + 3 = 7 Card 7

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 and choose the following order:
Sulfur Pits Card 7: Blessing of the Elements
Sulfur Pits Card 3: Acid Splash

Give Card: None
Move: Sulfur Pits -> Earthworks
Since Move, recharge Oathbow
Location Powers: On your check that has the Electricity trait, remove any 1 die.

4,6-8,10 (shuffled): 1d5 ⇒ 4 Card 8
Explore: Earthworks Card 8: Symbol of Fear
Symbol of Fear is displayed next to deck

Symbol of Fear:

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

Adowyn ends her turn examining top card of blessing deck: Hourglass Card 9 Adowyn/Zalarian Blessing of Khepri - if blessing move to bottom.

Constitution Check DC 8: 1d6 ⇒ 2 No Success

Reminder of Scenario changes:

Aspect of the bull adds die to first explore if displayed

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Adowyn attempts to recover all cards in her Recovery pile.

Adowyn resets her hand revealing any plants as necessary.

If Leryn is in hand, I will display him on next turn right after timer blessing is flipped (Reflected in hand below)

"

Adowyn wrote:

Hand: w1Hawkmoon Bow, w2Allying Hand Crossbow +2, Heat Metal (Core), Reed Snake Armor, Pard, Snow Leopard,

Displayed: s1Aspect of the Bull, Leryn,
Deck: 11 Discard: 4 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings available if have any

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 1 BotGreenFaith, Scarab of Mummy Defense, Ubashki, Archer's Bracers, Fox, Hatchetbird, 1 BoMilani, Draughtcap Fungus, Armor of the Sands
Recharged: Vision, w3Oathbow,
Discard Pile: Blessing of Nivi Rhombodazzle, S2Major Cure, BoAchaekek, Blessing of Horus,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
- Ranged: Dexterity +3
- Divine: Wisdom +2
- Survival: Wisdom +2
- Perception<Cohort>: Wisdom +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
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 (16) (Banished (2,5), Discarded (4,6,8), bottom decked (28 Ancients 1 Thoth, 3, Anubis, 7 Abadar, 9 Khepri))
Notes for Adowyn: Recharge card; Mavaro used Blessing of Horus
Notes for Nyctessa: Recharge card
Notes for Athnul: Recharge card; Raz used Blessing of Cayden Cailean
Notes for Raz: Curse of the Sphinx
Notes for Mavaro: Recharge card
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Athnul - Location #1: Elemental Trenches CLOSED
Raz - Location #2: Shifting Dunes CLOSED
Location #3: Sulfur Pits 7,3, (Random 4,5,6,8) remain // 7=Blessing of the Elements; 3=Acid Splash
Nyctessa - Location #4: Volcanic Vents CLOSED
Location #5: Howling Sands 1-4 remain // 1=Dry Quicksand; 2=Aghash;3=Minnothet;4=Smoked Glass Goggles

Mavaro, Adowyn - Location #7: Earthworks (Random 4,6,7,10) remain // 4=Necklace of Fireballs, 6=Aghash


deck handler

Out of Turn Updates:
Put Restorative Touch (Core) into Recovery to Heal Adowyn 1d4 + 1 ⇒ (3) + 1 = 4 and banish Symbol of Fear

(Divine = Knowledge due to reloaded Wand of Flying)
Recovery: Restorative Touch (Core), Divine DC10: 1d8 + 4 ⇒ (5) + 4 = 9 ==> Discarded.

"

Mavaro wrote:

Hand: The Missing Eye, Crocodile Skin Madu, Kinetic Blast, Binder's Tome, Object Reading, Sign of the Rider,

Top Card: Wand of Flying Displayed:
Deck: 11 Discard: 2 Buried: 4
Current Location: #7: Earthworks
Hero Points: 6
Tier.XP: 5.0
Reroll Avail: No
NOTES:
Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Binder's Tome: +1d4 location Combat or Cha (Mental)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Wand of Flying,
Middle of Deck (Unknown Order): Call Spirit, Cleric of Nethys, Wayfinder, Pyrokinesis, Blessing of the Elements, Sign of the Pack, Cloud Puff, Create Mindscape, Armor of the Sands
Recharged: Sign of the Lantern Bearer,
Discard Pile: Sign of the Stranger, Restorative Touch (Core),
Buried Pile: Spellbook, Chronicler, Bird Feather Tokens, Effigy of Maat,

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 equal to Knowledge (from top card):
Intelligence
Knowledge
Wisdom
Divine

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

"


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

Healed by Mavaro.

"

Adowyn wrote:

Hand: w1Hawkmoon Bow, w2Allying Hand Crossbow +2, Heat Metal (Core), Reed Snake Armor, Pard, Snow Leopard,

Displayed: s1Aspect of the Bull, Leryn,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings available if have any

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ubashki, Archer's Bracers, 1 BotGreenFaith, Vision, Armor of the Sands, Hatchetbird, S2Major Cure, 1 BoMilani, Blessing of Horus, w3Oathbow, Blessing of Nivi Rhombodazzle, Scarab of Mummy Defense, Draughtcap Fungus, BoAchaekek, Fox
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
- Ranged: Dexterity +3
- Divine: Wisdom +2
- Survival: Wisdom +2
- Perception<Cohort>: Wisdom +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
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 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz* (CURSED), Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 21, Nyctessa/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:
Kalnaka
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.

Spoiler:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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

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

Spoiler:
Shocking Chest
MM
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.

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

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

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

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

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

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

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

Spoiler:
Fighting Crook
MM
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.

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

Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

Spoiler:
Magic Carpet
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

Spoiler:
Wyvern Poison
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

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

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

Spoiler:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Mhuirich:
Spoiler:
Hourglass Card 1 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Raz/MauveAvengr:
Spoiler:
Hourglass Card 2 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 3 Mavaro/kuey:
Spoiler:
Hourglass Card 3 Mavaro/kuey
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 4 Adowyn/Zalarian:
Spoiler:
Hourglass Card 4 Adowyn/Zalarian
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 5 Olenjack/ajpopp:
Spoiler:
Hourglass Card 5 Olenjack/ajpopp
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Athnul/Mhuirich:
Spoiler:
Hourglass Card 6 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 7 Raz/MauveAvengr:
Spoiler:
Hourglass Card 7 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Mavaro/kuey:
Spoiler:
Hourglass Card 8 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 9 Adowyn/Zalarian:
Spoiler:
Hourglass Card 9 Adowyn/Zalarian
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 10 Olenjack/ajpopp:
Spoiler:
Hourglass Card 10 Olenjack/ajpopp
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 11 Athnul/Mhuirich:
Spoiler:
Hourglass Card 11 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 12 Raz/MauveAvengr:
Spoiler:
Hourglass Card 12 Raz/MauveAvengr
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 13 Mavaro/kuey:
Spoiler:
Hourglass Card 13 Mavaro/kuey
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Adowyn/Zalarian:
Spoiler:
Hourglass Card 14 Adowyn/Zalarian
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 15 Olenjack/ajpopp:
Spoiler:
Hourglass Card 15 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 16 Athnul/Mhuirich:
Spoiler:
Hourglass Card 16 Athnul/Mhuirich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 17 Raz/MauveAvengr:
Spoiler:
Hourglass Card 17 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Mavaro/kuey:
Spoiler:
Hourglass Card 18 Mavaro/kuey
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 19 Adowyn/Zalarian:
Spoiler:
Hourglass Card 19 Adowyn/Zalarian
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Olenjack/ajpopp:
Spoiler:
Hourglass Card 20 Olenjack/ajpopp
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Athnul/Mhuirich:
Spoiler:
Hourglass Card 21 Athnul/Mhuirich
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Raz/MauveAvengr:
Spoiler:
Hourglass Card 22 Raz/MauveAvengr
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

Location #1: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich,

Location #2: Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/MauveAvengr, None

Location #3: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Acid Splash, Blessing of the Elements

Sulfur Pits Card 1 (Blessing of the Elements):
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits Card 2 (Acid Splash):
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Sulfur Pits Card 3:
Sebti the Crocodile
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Sulfur Pits Card 4:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Sulfur Pits Card 5:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Sulfur Pits Card 6:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Olenjack/ajpopp, None

Location #5: 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Smoked Glass Goggles, Pard, Minnothet, Dry Quicksand, Shalsqu

Howling Sands Card 1 (Dry Quicksand):
Dry Quicksand
MM
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.
Howling Sands Card 2:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 3 (Minnothet):
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Howling Sands Card 4 (Smoked Glass Goggles):
Smoked Glass Goggles
MM
Item C
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Location #6: 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

Location #7: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/kuey, Adowyn/Zalarian, Necklace of Fireballs

Earthworks Card 1:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Earthworks Card 2:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Earthworks Card 3:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Earthworks Card 4:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Grand Lodge

Athnul's ally from the Elder Ifreeti:

The Viper:

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


STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

Out of turn updates.
* Recieved Ally The Viper from Elder Ifreeti. Did not draw BoMilani at EOT.
* Raz used Blessing of Cayden Cailean.
* Recharge Crown of Swords from movement.

Athnul wrote:

Hand: Amulet of Furious Fists, Grappler's Mask, The Viper, Blessing of the Lord in Iron,

Displayed:
Deck: 10 Discard: 8 Buried: 0
Hero Points: 3
Used re-roll: No
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Viking Shieldmaster, Blessing of Milani
Recharged: Evangelist, Scarab Brooch (Loot), Tetisurah (Loot), Ascetic's Belt, Mighty Steed, Hatchetbird, Venomous Heavy Crossbow +2, Crown of Swords,
Discard Pile: Blessing of Gorum (2), Blessing of Angradd, Amulet of Fiery Fists, Blessing of Shizuru, Blessing of Lamashtu, Blessing of Gorum, Rogue Ape, Blessing of Cayden Cailean,
Buried Pile:

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

Role:[b] Keen Strike Monk
Favored Card: [b]Blessing

Hand Size: 5 ☑ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) and the Piercing trait (☑ and you may add the Magic trait); you may not play a weapon on this check. (☐ You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)
☐ You gain the skill Divine: Wisdom +1 (☐ +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: recharge Detect Thoughts
Turn: Turn 18 – Blessing of Osiris
SOT: nil
Give card: nil
Move: move to Sulfur Pits. Recharge Ring of Rat Fangs.
When you move, recharge a card.
At This Location: For your checks that have the Acid trait, add a die.

Explore 1: Blessing of the Elements. Use Int and reveal Spellbook.
Int 6: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16
Acquired.
Discard Vampire Bat to examine and explore.

Explore 2: Acid Splash. Int, Arcane 4 to acquire. Reveal Spellbook because why not?
Arcane 4: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10
Acquired.
Discard Blessing of the Elements to explore.

Explore 3: Sebti the Crocodile. Cha, Dipl, Divine 9 to acquire. Banish (put in recovery) Fire Snake to use Arcane instead of Charisma. Reveal Spellbook.
Arcane 9: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15
Acquired. And discard to explore again.

Explore 4: Bonecrusher Chieftain. Combat 17. Cast Acid Splash. Since it has the Acid trait, get +1 die.
Arcane Combat 17: 2d10 + 6 + 1d6 ⇒ (5, 2) + 6 + (5) = 18
Well, that was close. But I’ve been saving a re-roll just in case.
And Nyctessa animates the gnoll to serve her nefarious whims.
Also, defeated a monster, so I heal a card. Blessing of the Seventh Veil.

End of Turn:
At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.
Athnul’s blessing – Blessing of the Elements. Moved to the bottom of the blessings deck.

Recovery:
Fire Snake, Arcane 8: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (1) = 9
Acid Splash, Arcane 6: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13

Reset Hand

Nyctessa wrote:

Hand: Guecubu, Ice and Fire, Spellbook, Blessing of Isis, Bonecrusher Chieftain, Key of the Second Vault, Animated Skeleton,

Displayed:
Deck: 17 Discard: 4 Buried: 0
Current Location: Sulfur Pits
Hero Points: 5
Dice Re-Roll Used for 3-5A?: N
NOTES:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2

Favored Card: Spell
Hand Size: 7
Proficiencies:
Arcane
POWERS:
• When you would defeat a monster and would banish it, you may draw it instead, then you may shuffle into your deck a random card from your discard pile.
• You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 or a number of d4s equal to the banished card's adventure deck number to your check to defeat a monster.
• Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
• If your check is against a card that has the Undead trait, add 1d8.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16) (Banished (2,5), Discarded (4,6,8), bottom decked (28 Ancients 1 Thoth, 3, Anubis, 7 Abadar, 9 Khepri))
Notes for Nyctessa: Recharge card
Notes for Athnul: Recharge card; Raz used Blessing of Cayden Cailean
Notes for Raz: Curse of the Sphinx
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck

Athnul - Location #1: Elemental Trenches CLOSED
Raz - Location #2: Shifting Dunes CLOSED
Nyctessa - Location #3: Sulfur Pits 5,6 remain
Location #5: Howling Sands 1-4 remain // 1=Dry Quicksand; 2=Aghash;3=Minnothet;4=Smoked Glass Goggles
Mavaro, Adowyn - Location #7: Earthworks (Random 4,6,7,10) remain // 4=Necklace of Fireballs, 6=Aghash


STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz, Salim,
Out of Turn Updates: None
Turn: Blessing 2 / Conflagration [color=red]Trigger[/color] Where? 3,5,7: 1d3 ⇒ 1 Sulfur Pits

At: #1: Elemental Trenches
SOT: None
Give Card: None
Move: #5: Howling Sands. Recharge The Viper.

Encounter: 1/Dry Quicksand, Barrier B, Dex/Acr/Wis/Sur 9:

MM
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.

Discard BoLord in Iron.
Wisdom 9: 2d10 + 4 ⇒ (4, 3) + 4 = 11 - Banished

End turn. Examine Blessing deck: Blessing of the Elements, moved to bottom. Next card is Hourglass Card 4 Adowyn/Zalarian.

Athnul wrote:

Hand: Blessing of Milani, Viking Shieldmaster, Amulet of Furious Fists, Grappler's Mask, Evangelist, Scarab Brooch (Loot),

Displayed:
Deck: 7 Discard: 9 Buried: 0
Hero Points: 3
Used re-roll: No
NOTES:
Available Support: Blessing available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Tetisurah (Loot), Ascetic's Belt, Mighty Steed, Hatchetbird, Venomous Heavy Crossbow +2, Crown of Swords, The Viper,
Discard Pile: Blessing of Gorum (2), Blessing of Angradd, Amulet of Fiery Fists, Blessing of Shizuru, Blessing of Lamashtu, Blessing of Gorum, Rogue Ape, Blessing of Cayden Cailean, Blessing of the Lord in Iron,
Buried Pile:

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

Role:[b] Keen Strike Monk
Favored Card: [b]Blessing

Hand Size: 5 ☑ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) and the Piercing trait (☑ and you may add the Magic trait); you may not play a weapon on this check. (☐ You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)
☐ You gain the skill Divine: Wisdom +1 (☐ +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16) (Banished (2,5), Discarded (4,6,8), bottom decked (28 Ancients 1 Thoth, 3, Anubis, 7 Abadar, 9 Khepri))
Notes for Raz: Curse of the Sphinx
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck

Raz - Location #2: Shifting Dunes CLOSED
Nyctessa - Location #3: Sulfur Pits 5,6 remain

Athnul - Location #5: Howling Sands 2-4 remain // 2=Aghash;3=Minnothet;4=Smoked Glass Goggles

Mavaro, Adowyn - Location #7: Earthworks (Random 4,6,7,10) remain // 4=Necklace of Fireballs, 6=Aghash


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

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of Turn Updates: N/a
[b]Turn
: Turn 20(?) - Using Blessing for Adowyn - Conflagration

Conflagration:
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Three open locations.

Conflagration: 1d3 ⇒ 2

Conflagration moves to Howling Sands.

SOT: Raz is cursed with Curse of the Sphinx. Have to examine top card of location and do stuff if it's a boon. Location deck is closed so do not have to do this!
Give Card: N/a
Move: Move to Earthworks. Recharge Camel.
Explore: Druid of the Hive

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

Diplomacy 7: 1d10 + 4 ⇒ (8) + 4 = 12

Acquired! Discard Druid of the Hive to explore again. Add 2+5=7 to combat checks this combat.

Explore 2: Aghash

Aghash:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Lance +1 to do Melee+1d8+1. Reveal Retriever to add additional 1d8+1. Druid of the Hive adds 2+Scenario Deck Number (5) =7. Discard top card of deck to add 1d6+1. Discard Hand of the Honest Man.

Combat 11+5+5=21: 1d8 + 4 + 1d8 + 1 + 1d8 + 1 + 7 + 1d6 + 1 ⇒ (2) + 4 + (4) + 1 + (7) + 1 + 7 + (6) + 1 = 33

Aghash is defeated. Bury Steel Ibis Lamellar to close location. Recharge the discarded Fortified Breastplate from closing the location. .

End Turn: Reset Hand. Examine top card of Hourglass. Examine Blessing of Ra. (Nyctessa's/Olenjack's Blessing).

Raz wrote:

Hand: Lance +1, Frost Lance +2, Ebon Thorn, Retriever (UC),

Displayed:
Deck: 8 Discard: 9 Buried: 2
Current Location: Earthworks
Hero Points: 9
Paizo Reroll: USED
NOTES:
Available Support: Can charge in!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Warhorse (UC), Retriever (Pal)
Recharged: Warhorse (Pal), Riding Horse 2, Blessing of Shax, Hatchetbird, Camel 1 (UC), Fortified Breastplate,
Discard Pile: Blessing of Gorum, Lance of Jousting, Mass Cure, Blessing of Iomedae, Pakesket, Shieldsplitter Lance, Blessing of Tsukiyo, Druid of the Hive, Hand of the Honest Man,
Buried Pile: Weaponrack Backpack, Steel Ibis Lamellar,

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 ☐ 5
Proficiencies:
Armor Weapons Divine
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16) (Banished (2,5), Discarded (4,6,8), bottom decked (28 Ancients 1 Thoth, 3, Anubis, 7 Abadar, 9 Khepri))
Notes for Raz: Curse of the Sphinx
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck

Raz - Location #2: Shifting Dunes CLOSED
Nyctessa - Location #3: Sulfur Pits 5,6 remain

Athnul - Location #5: Howling Sands 2-4 CONFLAGRATION remain // Conflagration: 2=Aghash;3=Minnothet;4=Smoked Glass Goggles

Raz, Mavaro, Adowyn - Location #7: Earthworks

Grand Lodge

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz* (CURSED), Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 25, Mavaro

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

Spoiler:
Mummified Sphinx
MM
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Spells
Spoiler:
Elemental Skin
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

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

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

Spoiler:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

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

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

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

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

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

Spoiler:
Bloodroot Poison
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

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

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

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

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

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

Spoiler:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

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

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

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

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

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

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

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

Current Hour:

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

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Olenjack/ajpopp:
Spoiler:
Hourglass Card 1 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Athnul/Mhuirich:
Spoiler:
Hourglass Card 2 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 3 Raz/MauveAvengr:
Spoiler:
Hourglass Card 3 Raz/MauveAvengr
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 4 Mavaro/kuey:
Spoiler:
Hourglass Card 4 Mavaro/kuey
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 5 Adowyn/Zalarian:
Spoiler:
Hourglass Card 5 Adowyn/Zalarian
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 6 Olenjack/ajpopp:
Spoiler:
Hourglass Card 6 Olenjack/ajpopp
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 7 Athnul/Mhuirich:
Spoiler:
Hourglass Card 7 Athnul/Mhuirich
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Raz/MauveAvengr:
Spoiler:
Hourglass Card 8 Raz/MauveAvengr
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Hourglass Card 9 Mavaro/kuey:
Spoiler:
Hourglass Card 9 Mavaro/kuey
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 10 Adowyn/Zalarian:
Spoiler:
Hourglass Card 10 Adowyn/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 11 Olenjack/ajpopp:
Spoiler:
Hourglass Card 11 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Athnul/Mhuirich:
Spoiler:
Hourglass Card 12 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 13 Raz/MauveAvengr:
Spoiler:
Hourglass Card 13 Raz/MauveAvengr
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Mavaro/kuey:
Spoiler:
Hourglass Card 14 Mavaro/kuey
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Adowyn/Zalarian:
Spoiler:
Hourglass Card 15 Adowyn/Zalarian
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Olenjack/ajpopp:
Spoiler:
Hourglass Card 16 Olenjack/ajpopp
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 17 Athnul/Mhuirich:
Spoiler:
Hourglass Card 17 Athnul/Mhuirich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Raz/MauveAvengr:
Spoiler:
Hourglass Card 18 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 19 Mavaro/kuey:
Spoiler:
Hourglass Card 19 Mavaro/kuey
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Shifting Dunes
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 #3: 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Olenjack/ajpopp,

Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Sulfur Pits Card 1:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Sulfur Pits Card 2:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Mhuirich,

Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Howling Sands Card 1:
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 2 (Minnothet):
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Howling Sands Card 3 (Smoked Glass Goggles):
Smoked Glass Goggles
MM
Item C
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Location #6: 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

Location #7: Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/MauveAvengr, Mavaro/kuey, Adowyn/Zalarian


deck handler

Out of Turn Updates: Nil
Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
Turn: Turn 21: Ancients
SOT: Nil
Give Card: Nil
Move: Move to #3: Sulfur Pits. Recharge ==> Object Reading
Explore:
Request Nyctessa's use Key of the Second Vault to banish Conflagration.

#1: Collapsing Sphinx:

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

(Wisdom = Knowledge due to reloaded Wand of Flying)
Request Nyctessa's Blessing of Isis to bless; add Acid so +1 die
Wisdom DC12: 1d8 + 4 + 2d8 ⇒ (7) + 4 + (8, 8) = 27 ==> Defeated

Discard Sign of the Rider to explore again.

#2: Aghash:

MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge Binder's Tome to reload Sign of the Rider and shuffle.
(Strength = Knowledge due to reloaded Wand of Flying)
Reveal The Missing Eye for Str+1d8+1; power +1d6+5.
Combat DC11+10: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 ⇒ (2) + 4 + (5) + 1 + (4) + 5 = 21 ==> Defeated! Oh, thought I would need to use Kinetic Blast but guess not.
Banish Raz's Curse.

Closing: 1 Acid damage ==> Recharge Crocodile Skin Madu
CLOSED!

End Turn:
Examine blessing deck ==> (Olenjack's) Blessing of the Elements ==> Put bottom of deck.
Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Kinetic Blast, Sign of the Rider, Blessing of the Elements, Sign of the Lantern Bearer, Cleric of Nethys, Armor of the Sands,

Top Card: Pyrokinesis Displayed:
Deck: 10 Discard: 2 Buried: 4
Current Location: #3: Sulfur Pits
Hero Points: 6
Tier.XP: 5.0
Reroll Avail: No
NOTES:
Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Pyrokinesis,
Middle of Deck (Unknown Order): Create Mindscape, Sign of the Pack, Call Spirit, Wayfinder, Object Reading, Cloud Puff, Binder's Tome, Wand of Flying
Recharged: Crocodile Skin Madu,
Discard Pile: Sign of the Stranger, Restorative Touch (Core),
Buried Pile: Spellbook, Chronicler, Bird Feather Tokens, Effigy of Maat,

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 equal to Knowledge (from top card):
Intelligence
Arcane
Fortitude

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (25): 1 (Olenjack's BofElements) bottom
Notes for Nyctessa: Used Key of the Second Vault & Blessing of Isis
Notes for Raz: Curse of the Sphinx (Banished by Mavaro)
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck

Raz - Location #2: Shifting Dunes CLOSED //
Nyctessa, Mavaro - Location #3: Sulfur Pits CLOSED
Location #4: Volcanic Vents CLOSED remain
Athnul - Location #5: Howling Sands 1-3 CONFLAGRATION remain // Conflagration: 1=Aghash;2=Minnothet;3=Smoked Glass Goggles
Location #6: Thornscrub CLOSED remain
Raz, Adowyn - Location #7: Earthworks CLOSED


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

Out of Turn Updates: None
Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn

Hour: 26- Hourglass Card 2 Athnul/Mhuirich Sandstorm

Random Location from Sandstorm on order above: 1d7 ⇒ 41d7 ⇒ 41d7 ⇒ 51d7 ⇒ 21d7 ⇒ 6 Nyctessa/Volcanic Vents;Athnul/Volcanic Vents;Raz/Howling Sands (Trigger - discard blessing (another sandstorm) and shuffle in sandstorm;Mavaro/Shifting Dunes;Adowyn/Thornscrub
Will recharge Pard

process 2nd sandstorm

Random Location from Sandstorm on order above: 1d7 ⇒ 31d7 ⇒ 71d7 ⇒ 21d7 ⇒ 11d7 ⇒ 3 Nyctessa/Sulfur Pits; Athnul/Earthworks; Raz/Shifting Dunes; Mavaro/Elemental Trenches; Adowyn/Sulfur Pits
will recharge heat metal

Sandstorm:

MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

SOT:
At the start of your turn, recharge any cards in your hand that have the Cold trait.
Give Card: None
Move: Sulfur Pits -> Howling Sands
Since Move, recharge hand crossbow
Location Powers: None
Explore: Howling Sands Card 1: Aghash

Aspect of Bull adds a die during explore
Hawkmoon Bow Combat Check DC 11+5+5=21: 1d10 + 2d6 + 7 + 1d10 ⇒ (4) + (4, 5) + 7 + (6) = 26 Monster defeated
After defeating, examining the top card of my deck (Scarab of Mummy defense); can/will draw it if animal

Aghash:

MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Will discard leapord to explore

Explore: Howling Sands Card 2 (Minnothet):
Minnothet

Will banish ally

Minnothet:

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

Adowyn ends her turn; reveal armor to prevent fire damage and examining top card of blessing deck - if blessing move to bottom.
random blessing 3-19: 1d17 + 2 ⇒ (5) + 2 = 7 Hourglass Card 7 Athnul/Mhuirich Blessing of Anubis is put on bottom

Reminder of Scenario changes:

Aspect of the bull adds die to first explore if displayed

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Adowyn attempts to recover all cards in her Recovery pile.

Adowyn resets her hand revealing any plants as necessary.

If Leryn is in hand, I will display him on next turn right after timer blessing is flipped (Reflected in hand below)

"

Adowyn wrote:

Hand: w1Hawkmoon Bow, Reed Snake Armor, Scarab of Mummy Defense, Armor of the Sands, Blessing of Horus, Ubashki, S2Major Cure,

Displayed: s1Aspect of the Bull, Leryn,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings available if have any

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 1 BotGreenFaith, w3Oathbow, Fox, BoAchaekek, Hatchetbird, Draughtcap Fungus, Archer's Bracers, Blessing of Nivi Rhombodazzle, Vision, 1 BoMilani
Recharged: Pard, Heat Metal (Core), w2Allying Hand Crossbow +2,
Discard Pile: Snow Leopard,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
- Ranged: Dexterity +3
- Divine: Wisdom +2
- Survival: Wisdom +2
- Perception<Cohort>: Wisdom +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
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 (25): blessings (random 3-6,8-19),7
Notes for Nyctessa: Used Key of the Second Vault & Blessing of Isis; moved twice (recharge 2 cards)
Notes for Athnul: moved twice (recharge 2 cards)
Notes for Raz: Curse of the Sphinx (Banished by Mavaro); moved twice (recharge 2 cards)
Notes for Mavaro: moved twice (recharge 2 cards)
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches CLOSED
Raz - Location #2: Shifting Dunes CLOSED //
Nycressa, Adowyn - Location #3: Sulfur Pits CLOSED
Location #4: Volcanic Vents CLOSED remain
Location #5: Howling Sands 3 CONFLAGRATION remain // 3=Smoked Glass Goggles
Location #6: Thornscrub CLOSED remain
Athnul - Location #7: Earthworks CLOSED

Grand Lodge

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 27, Nyctessa/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:
Ice Elemental
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.

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

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

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

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

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

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

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

Spoiler:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

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

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

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

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

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

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

Spells
Spoiler:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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

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

Spoiler:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

Spoiler:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Clawhand Shield
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Spoiler:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Magic Carpet
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

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

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

Spoiler:
Bottled Lightning
MM
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

Current Hour:

Conflagration:
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Mhuirich:
Spoiler:
Hourglass Card 1 Athnul/Mhuirich
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Raz/MauveAvengr:
Spoiler:
Hourglass Card 2 Raz/MauveAvengr
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 3 Mavaro/kuey:
Spoiler:
Hourglass Card 3 Mavaro/kuey
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 4 Adowyn/Zalarian:
Spoiler:
Hourglass Card 4 Adowyn/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Olenjack/ajpopp:
Spoiler:
Hourglass Card 5 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Athnul/Mhuirich:
Spoiler:
Hourglass Card 6 Athnul/Mhuirich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 7 Raz/MauveAvengr:
Spoiler:
Hourglass Card 7 Raz/MauveAvengr
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 8 Mavaro/kuey:
Spoiler:
Hourglass Card 8 Mavaro/kuey
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Adowyn/Zalarian:
Spoiler:
Hourglass Card 9 Adowyn/Zalarian
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Olenjack/ajpopp:
Spoiler:
Hourglass Card 10 Olenjack/ajpopp
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 11 Athnul/Mhuirich:
Spoiler:
Hourglass Card 11 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 12 Raz/MauveAvengr:
Spoiler:
Hourglass Card 12 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Mavaro/kuey:
Spoiler:
Hourglass Card 13 Mavaro/kuey
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 14 Adowyn/Zalarian:
Spoiler:
Hourglass Card 14 Adowyn/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Olenjack/ajpopp:
Spoiler:
Hourglass Card 15 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Athnul/Mhuirich:
Spoiler:
Hourglass Card 16 Athnul/Mhuirich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 17 Raz/MauveAvengr:
Spoiler:
Hourglass Card 17 Raz/MauveAvengr
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Shifting Dunes
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: 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:

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Olenjack/ajpopp, Athnul/Mhuirich, None

Location #5: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raz/MauveAvengr, Adowyn/Zalarian,

Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Howling Sands Card 1 (Aghash):
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 2 (Smoked Glass Goggles):
Smoked Glass Goggles
MM
Item C
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Location #6: Thornscrub
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Thornscrub Card 1 (Aghash):
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #7: Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Earthworks Card 1 (Aghash):
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: recharge Guecubu and Bonecrusher Chieftain
Turn: Turn 23 – Conflagration. No open location for it to go to.
SOT: nil
Give card: nil
Move: stay at Volcanic Vents. I can’t do anything but take damage at Howling Sands.
When you move, recharge a card.
At This Location: nil

Explore 1: none

End of Turn:
At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.
Athnul’s blessing – Blessing of Thoth. Moved to the bottom of the blessings deck.

Recovery:
Key of the Second Vault, Arcane 12: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12

Reset Hand

Nyctessa wrote:

Hand: Bound Elemental, Ice and Fire, Spellbook, Wand of Flying, Staff of Anubis, Cloudburst, Animated Skeleton,

Displayed:
Deck: 16 Discard: 5 Buried: 0
Current Location: Volcanic Vents
Hero Points: 5
Dice Re-Roll Used for 3-5A?: N
NOTES:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d8 ☐ +1 ☐ +2

Favored Card: Spell
Hand Size: 7
Proficiencies:
Arcane
POWERS:
• When you would defeat a monster and would banish it, you may draw it instead, then you may shuffle into your deck a random card from your discard pile.
• You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 or a number of d4s equal to the banished card's adventure deck number to your check to defeat a monster.
• Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
• If your check is against a card that has the Undead trait, add 1d8.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (25): blessings (random 3-6,8-19),7
Notes for Athnul: moved twice (recharge 2 cards)
Notes for Raz: Curse of the Sphinx (Banished by Mavaro); moved twice (recharge 2 cards)
Notes for Mavaro: moved twice (recharge 2 cards)
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches CLOSED
Raz - Location #2: Shifting Dunes CLOSED //
Nycressa, Adowyn - Location #3: Sulfur Pits CLOSED
Location #4: Volcanic Vents CLOSED remain
Location #5: Howling Sands 3 CONFLAGRATION remain // 3=Smoked Glass Goggles
Location #6: Thornscrub CLOSED remain
Athnul - Location #7: Earthworks CLOSED


STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz
Out of Turn Updates: Move twice for Sandstorms, recharge Viking Shieldmaster, Scarab Brooch, end at Earthworks.

Turn: Hourglass Card 2 Raz/MauveAvengr Blessing of Wadjet

At: #7: Earthworks
SOT: None
Give Card: No
Move: #5: Howling Sands, recharge Blessing of Milani.

Explore: 1/Aghash, Henchman B, Com 11+## OR Divine 8+##:

MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Amulet (+2d6), Evangelist (+1), recharge Evangelist for character power (+d10 + 4 + 3) - Banished.

Combat 21: 1d6 + 2 + 2d6 + 1 + 1d10 + 4 + 3 ⇒ (3) + 2 + (1, 4) + 1 + (5) + 4 + 3 = 23 - Banised

Attempt to close; recharge Grappler's Mask to use Fortitude instead of Dex; borrow blessing from Mavaro.

Fortitude 9: 2d10 + 2 ⇒ (4, 1) + 2 = 7 - Failed
Mat reroll Fortitude 9: 4 + 1d10 + 2 ⇒ 4 + (5) + 2 = 11 - Success

Howling sands closed. Victory!


STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

Total retcon of turn due to misreading. Sorry, folks.

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz
Out of Turn Updates: Move twice for Sandstorms, recharge Viking Shieldmaster, Scarab Brooch, end at Earthworks.

Turn: Hourglass Card 2 Raz/MauveAvengr Blessing of Wadjet

At: #7: Earthworks
SOT: None
Give Card: No
Move: #5: Howling Sands, recharge Blessing of Milani.

End turn. Take 1 fire damage and Curse of the Sphinx, discarding Grappler's Mask. Examine Blessings Deck: Card 3 Mavaro/kuey
Blessing of Khepri. Move to bottom of blessing deck.

Athnul wrote:

Hand: Amulet of Furious Fists, Ascetic's Belt, Evangelist, Tetisurah (Loot), Mighty Steed, Hatchetbird,

Displayed:
Deck: 6 Discard: 10 Buried: 0
Hero Points: 3
Used re-roll: No

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Venomous Heavy Crossbow +2, Crown of Swords, The Viper, Viking Shieldmaster, Scarab Brooch (Loot), Blessing of Milani,
Discard Pile: Blessing of Gorum (2), Blessing of Angradd, Amulet of Fiery Fists, Blessing of Shizuru, Blessing of Lamashtu, Blessing of Gorum, Rogue Ape, Blessing of Cayden Cailean, Blessing of the Lord in Iron, Grappler's Mask,
Buried Pile:

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

Role:[b] Keen Strike Monk
Favored Card: [b]Blessing

Hand Size: 5 ☑ 6 ☐ 7
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) and the Piercing trait (☑ and you may add the Magic trait); you may not play a weapon on this check. (☐ You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)
☐ You gain the skill Divine: Wisdom +1 (☐ +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.


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

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of Turn Updates: Raz moves twice. Recharge Lance+1 and Ebon Thorn.
Turn: Turn 25(?) - Using Blessing for Adowyn - Blessing of the Elements

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

SOT: Raz is cursed with Curse of the Sphinx. Have to examine top card of location and do stuff if it's a boon. Location deck is closed so do not have to do this!
Give Card: N/a
Move: Move to Howling Sands. Recharge Frost Lance +21.
Explore:Smoked Glass Goggles

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

Will use Diplomacy to acquire.

Diplomacy 6: 1d10 + 4 ⇒ (3) + 4 = 7

End Turn: Take 1 Fire damage from Conflagration. Discard Smoked Glass Goggles. Suffer Curse of the Sphinx.

Reset Hand. Examine top card of Hourglass. Examine Blessing of the Elements. (Nyctessa's/Olenjack's Blessing).

Raz wrote:

Hand: Retriever (Pal), Warhorse (UC), Warhorse (Pal), Retriever (UC),

Displayed:
Deck: 8 Discard: 10 Buried: 2
Current Location: Howling Sands
Hero Points: 9
Paizo Reroll: USED
NOTES:
Available Support: Can charge in!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Riding Horse 2, Blessing of Shax, Hatchetbird, Camel 1 (UC), Fortified Breastplate, Lance +1, Ebon Thorn, Frost Lance +2,
Discard Pile: Blessing of Gorum, Lance of Jousting, Mass Cure, Blessing of Iomedae, Pakesket, Shieldsplitter Lance, Blessing of Tsukiyo, Druid of the Hive, Hand of the Honest Man, Smoked Glass Goggles,
Buried Pile: Weaponrack Backpack, Steel Ibis Lamellar,

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 ☐ 5
Proficiencies:
Armor Weapons Divine
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (25): blessings (random 3-6,8-19),7
Notes for Raz: Curse of the Sphinx
Notes for Mavaro: moved twice (recharge 2 cards)
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck
Mavaro - Location #1: Elemental Trenches CLOSED
Location #2: Shifting Dunes CLOSED //
Nyctessa - Location #3: Sulfur Pits CLOSED
Location #4: Volcanic Vents CLOSED remain
Adowyn, Raz - Location #5: Howling Sands 3 CONFLAGRATION remain
Location #6: Thornscrub CLOSED remain
Athnul - Location #7: Earthworks CLOSED


deck handler

Out of Turn Updates: Moved twice ==> Recharge Blessing of the Elements, Kinetic Blast
Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
Turn: Turn 26: Ancients (Athnul's)
SOT: Nil
Give Card: Nil
Move: Move to #3: Sulfur Pits. Recharge ==> Object Reading
Explore:
Not enough turns to cycle back to Mavaro (we're really at turn 26?) so will just stay put. Adowyn's should be able to clear Conflagration with her Survival and Dexterity.

End Turn:
Examine Blessing deck ==> Sandstorm (Raz's) AAAHHH!

Sandstorm:

MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Mavaro move to: 1d7 ⇒ 7 ==> Location #7: Earthworks
Adowyn move to: 1d7 ⇒ 3 ==> Location #3: Sulfur Pits
Nyctessa move to: 1d7 ⇒ 3 ==> Location #3: Sulfur Pits (same location)
Athnul move to: 1d7 ⇒ 4 ==> Location #4: Volcanic Vents
Raz move to: 1d7 ⇒ 7 ==> Location #7: Earthworks

Recharge Armor of the Sands

Reset Hand.

(Drew Call Spirit. At Adowyn's SoT, display next to Location #5: Howling Sands)

"

Mavaro wrote:

Hand: The Missing Eye, Cleric of Nethys, Sign of the Rider, Sign of the Lantern Bearer, Pyrokinesis, Wand of Flying,

Top Card: Object Reading Displayed:
Deck: 10 Discard: 2 Buried: 4
Current Location: #3: Sulfur Pits
Hero Points: 6
Tier.XP: 5.0
Reroll Avail: No
NOTES:
Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Object Reading,
Middle of Deck (Unknown Order): Wayfinder, Create Mindscape, Sign of the Pack, Binder's Tome, Cloud Puff
Recharged: Crocodile Skin Madu, Blessing of the Elements, Kinetic Blast, Armor of the Sands,
Discard Pile: Sign of the Stranger, Restorative Touch (Core),
Buried Pile: Spellbook, Chronicler, Bird Feather Tokens, Effigy of Maat,

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 equal to Knowledge (from top card):
Intelligence
Arcane
Wisdom
Divine
Perception

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (25): blessings (random 3-6,8-19),7
Notes for Adowyn: Mavaro: move & recharge
Notes for Athnul: Mavaro: move & recharge
Notes for Raz: Curse of the Sphinx; Mavaro: move & recharge
Additional Info 1: Acid, Electricity, Fire bad / must recharge a card if move
Additional Info 2: eot examine top card and if blessing bottom deck

Location #2: Shifting Dunes CLOSED //
Nyctessa. Adowyn, - Location #3: Sulfur Pits CLOSED
Athnul - Location #4: Volcanic Vents CLOSED remain
Location #5: Howling Sands 3 CONFLAGRATION remain // (Displayed: Call Spirit: +1d4 checks, +1d6 Perception)
Location #6: Thornscrub CLOSED remain
Mavaro. Raz - Location #7: Earthworks CLOSED

Take note that Call Spirit is displayed at Howling Sands for +1d4 to checks, +1d6 to Perception. Also, Mavaro has Wand of Flying in hand so can send Raz to Howling Sand before his SoT if he is confident to close.


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

Out of Turn Updates: Moved to Sulfur Pits with Nyctessa..Recharged
Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn

Hour: 31 - Hourglass Card 8 Mavaro/kuey Blessing of Anubis
SOT:
None
Give Card: None
Move: Sulfur Pits -> Volcanic Vents
Since Move, recharge Armor of the Sands
Location Powers: None

Athnul heals 1d4+1 cards
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Adowyn then heals 1 card - Snow Leopard

Adowyn ends her turn examining top card of blessing deck - Hourglass Card 9 Adowyn/Zalarian Blessing of Abadar if blessing move to bottom.

Reminder of Scenario changes:

Aspect of the bull adds die to first explore if displayed

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Adowyn attempts to recover all cards in her Recovery pile.

Adowyn attempts to recover all cards in her Recovery pile.
S2Major Cure: Divine 10: 1d8 + 3 ⇒ (1) + 3 = 4 -> S2Major Cure discarded.

Adowyn resets her hand revealing any plants as necessary.

If Leryn is in hand, I will display him on next turn right after timer blessing is flipped (Reflected in hand below)

"

Adowyn wrote:

Hand: w1Hawkmoon Bow, Reed Snake Armor, Blessing of Horus, Ubashki, Vision, 1 BotGreenFaith, 1 BoMilani,

Displayed: s1Aspect of the Bull, Leryn,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 5
NOTES:
Available Support: Blessings available if have any

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Draughtcap Fungus, BoAchaekek, w2Allying Hand Crossbow +2, Snow Leopard, Heat Metal (Core), w3Oathbow, Scarab of Mummy Defense, Archer's Bracers, Pard, Fox, Armor of the Sands, Hatchetbird, Blessing of Nivi Rhombodazzle
Recharged:
Discard Pile: S2Major Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☑ +1 ☑ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
- Ranged: Dexterity +3
- Divine: Wisdom +2
- Survival: Wisdom +2
- Perception<Cohort>: Wisdom +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
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

Please notice the top hour of the hourglass; I'll leave this with Nyctessa to sort out.

During This Adventure: The scourge die is 1d8+1.

When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

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

When you move, recharge a card.

At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

To win the scenario, close all of the locations.

Additional Rules: Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa

Scenario Level (#): 5

Turn: 32, Nyctessa/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:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.

Spoiler:
Mummified Sphinx
MM
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.

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

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

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

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

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

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


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

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

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

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

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

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

Spells
Spoiler:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Pillar of Life
MM
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

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

Items
Spoiler:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

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

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

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

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


Spoiler:
Scribe
MM
Ally 4
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

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

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

Spoiler:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

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

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

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

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

Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Current Hour:

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

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Mhuirich:
Spoiler:
Hourglass Card 1 Athnul/Mhuirich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 2 Raz/MauveAvengr:
Spoiler:
Hourglass Card 2 Raz/MauveAvengr
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Mavaro/kuey:
Spoiler:
Hourglass Card 3 Mavaro/kuey
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 4 Adowyn/Zalarian:
Spoiler:
Hourglass Card 4 Adowyn/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Olenjack/ajpopp:
Spoiler:
Hourglass Card 5 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Athnul/Mhuirich:
Spoiler:
Hourglass Card 6 Athnul/Mhuirich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 7 Raz/MauveAvengr:
Spoiler:
Hourglass Card 7 Raz/MauveAvengr
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Mavaro/kuey:
Spoiler:
Hourglass Card 8 Mavaro/kuey
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Adowyn/Zalarian:
Spoiler:
Hourglass Card 9 Adowyn/Zalarian
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 10 Olenjack/ajpopp:
Spoiler:
Hourglass Card 10 Olenjack/ajpopp
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Athnul/Mhuirich:
Spoiler:
Hourglass Card 11 Athnul/Mhuirich
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Shifting Dunes
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 #3: 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: Adowyn/Zalarian, Olenjack/ajpopp,

Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich, None

Location #5: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Location #6: 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

Location #7: Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/MauveAvengr, Mavaro/kuey,


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Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: recharge Staff of Anubis from Sandstorm on Mavaro’s turn
Turn: Turn 28 – Sandstorm. Because of course.
Nyctessa moves to: 1d7 ⇒ 5 Howling Sands
Athnul moves to: 1d7 ⇒ 4 Volcanic Vents
Raz moves to: 1d7 ⇒ 6 Thornscrub
Mavaro moves to: 1d7 ⇒ 2 Shifting Dunes
Adowyn moves to: 1d7 ⇒ 3 Sulfur Pits
Recharge Ice and Fire because of location power.
Recharge Cloudburst because I moved.

SOT: Encounter Conflagration. Dex, Disable, Craft, Con, Survival 9 to defeat. Use Adowyn’s Blessing of Milani. Bury Bound Elemental for +1d8. And Call Spirit.
Dex 9: 3d6 + 1d8 + 1d4 ⇒ (3, 6, 3) + (5) + (3) = 20
That’s done. Conflagration is gone.

Give card: nil
Move:
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.

Explore 1: None.
Attempt to close. Dex or Acrobatics 9. Yeesh. Recharge Adowyn’s Blessing of the Green Faith.
Dexterity 9: 2d6 + 1d4 ⇒ (6, 4) + (2) = 12
Howling Sands closed.
Scenario complete.
BR will have to find his fun elsewhere…for a day or so.

End of Turn:
Head home, open a cold one, swap outlandish lies about our recent adventure.

Recovery:
Get the smell of soot out of my clothes. Wash off all the sand. All of it.

Reset Hand

Grand Lodge

It practically defies human limitations, but you managed to tear through northern Garund faster than anyone thought possible. You’re a little worse for the wear braving city-sized sandstorms, scrabbling across shifting dunes the height of cliffs, and fighting off roaming bandits isn’t exactly child’s play, after all. But the Venture- Captain’s supplies, not to mention the considerable cache of magic he provided, saw you through. And so did your tenacious spirit, which burns as hot in your chest as the midday sun searing your scalp.

But your mission is not complete. Looking at the robed strangers milling about the old Aspis camp, you get the feeling that you’re going to need every ounce of gumption to get to the bottom of what’s happening here.

SUCCESS!

Scenario Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Khai-Utef. At the end of each scenario, return the loot to the game box.

Khai-Utef:

MM Loot 5
Type: Ally
Traits: Sphinx
To Acquire: None None
Recharge this card to add 1 die to any combat check against a monster. If the monster is a villain or henchman, add another die. Display this card to reset your hand and examine the top card of any location deck; then you may explore your location. At the end of the turn, discard this card.

Character Advancement: Each character gets a Hero Point and an experience point.

Potential Upgrades:

  • Druid of the Hive (Ally B)
  • Pard (Ally B)
  • Pakesket (Ally 5)
  • Sebti the Crocodile (Ally 1)
  • Crocodile Skin Madu (Armor B)
  • Armor of the Sands (Armor B)
  • Blessing of the Elements (Blessing B)
  • Aghash (Henchman B)
  • Anubis Staff (Item 1)
  • Smoked Glass Goggles (Item C)
  • Acid Splash (Spell B)
  • Vision (Spell 5)
  • Venomous Heavy Crossbow +2 (Weapon 5)

    To the Discussion thread!

  • Grand Lodge

    I apologise: I didn't give you ANY of the narrative leading up to the last scenario. I present it below.

    Adventure 5: The Sepulchre Soars Anew

    You slump against shattered stone pillars, heaving joyous sighs while the desert sun beats upon your sweaty faces. One of you clutches the spinel sage jewel—an ancient amulet whose rose-hued gemstone contains the memories of Mnesoset, a scholar from millennia ago. The Spinel Sage herself has long perished, but this artefact preserves all of her vast knowledge. What’s more, it holds the key to opening an Osirian sky pyramid that you found with Aspis Consortium agents. Of course, the double-crossers promptly locked you out of it. And so you came here, across the continent, to seek the jewel and thus a way back inside.

    The dust from the underground tunnels’ collapse behind you has not yet settled, but your mind is not on your recent escape here in Rahadoum. Rather, you can’t wait to follow the Aspis traitors into the sky pyramid. You’ll preserve its secrets and study its strange magic—not to mention you’ll interrupt the Aspis’s no-doubt nefarious plans. If the sky pyramid is to take flight again, it will do so under the banner of the Pathfinder Society!

    But the Osirian sky pyramid is many hundreds of miles away, and you have no doubt that the Aspis agents will stay camped in their prize for a good while. After all, with no way for you to harry them, the agents will take their time exploring, exploiting, and generally disrespecting all of the ancient wonders they’ll find. They’ll surely seek a way to make the ruined pyramid fly once more—ostensibly restoring its ancient wondrous magic—but without any significant historical or arcane expertise, it won’t happen anytime soon. You have plenty of time.

    Legs still throbbing from your mad dash out of the ruins, you lurch to standing, cupping hands around your squinting eyes. You still have a plethora of rations, filled waterskins, and camping supplies, and your camels are becoming restless from lack of exercise. Languidly, you find your mounts and spur your caravan back toward Manaket, grateful for the time to catch your breaths.

    But the respite doesn’t last. After you’ve meandered across the desert for a day, you see a clump of frantic travellers on horses headed your way. When your parties meet, a grim-faced woman wearing a black head scarf and a wayfinder pinned to her belt unceremoniously shoves a papyrus scroll in your face. It reads:

    "I must be brief—do not return to Manaket. Head straight to the sky pyramid. Rucksacks contain explanations, provisions, and sustaining magic. Make haste, Pathfinders— there is much at stake!"
    —Venture-Captain Norden Balentiir

    It seems your leisurely journey to reclaim the sky pyramid will not be leisurely at all.

    *************************************************************************** *******

    Scenario 3-5A: Race for the Sky Pyramid

    Although hastily scrawled, the papyrus note the caravan leader handed you bore the distinct handwriting of Norden Balentiir. After the grim Pathfinder leader grunts her name—Amira Mendolfi—she shoves a leather satchel full of documents toward you.

    “From the Venture-Captain,” Amira elaborates. “He found these, told me to give them to you to review, and said you’d understand. You’re to waste no time... I believe he said ‘please.’”

    You rifle through the satchel, examining weather-beaten scrolls affixed with notations in the Venture-Captain’s hand. In some cases, blackened bloodstains spackle the worn papyrus. The presentation isn’t pretty, but quickly a narrative emerges.

    While you were tracking down the spinel sage jewel in Rahadoum, the Sothis lodge was busy running reconnaissance on the sky pyramid and surrounding sites. A team of Osirion’s stealthiest Pathfinders crept down to Shotep-Kara, expecting to uncover evidence of the Aspis agents’ plans hidden somewhere among the ruins.

    What they found, however, was far more sinister. The place is now crawling with strangers in cultists’ robes performing unsavoury-looking rituals and shouting about harbingers of destruction. It was far too dangerous for the Pathfinders to approach the sky pyramid itself, but from afar, they saw even stranger creatures lurking about, including what looked like bipedal lionesses. Could these be more usij cultists, the very villains you thought you had defeated near Shotep-Kara?

    Filled with concern and a bit of dread, your eyes meet Amira’s. “Situation seems serious,” she grunts in confirmation. “First the Aspis, and now these.”

    With a brief nod of thanks, you take Balentiir’s advice and head east at a breakneck clip. The desert’s dunes and wandering dangers turn harrowing as the hours become days. Something horrific ripples beneath the sand as it follows your every movement. You lose sight of the sun and moon as storms of sand and cinders blanket the horizon. The elements themselves seem set against your journey, but you have no choice. You’ve got to get to the sky pyramid—only the gods know what might be at stake!

    (All of this should have been presented PRIOR to our last scenario. Apologies.)

    Grand Lodge

    Scenario 3-5B: Guardians of Ruin

    Venture-Captain Norden Balentiir’s instructions are clear: keep the Aspis from ruining the sky pyramid, claim it for the Pathfinder Society if possible, and discover and stop— whatever heinous plans the usij cultists might be enacting. What little you know about the usij and their div overlords makes the magnitude of that final task seem understated.

    The cultists you see here likely want nothing more than to destroy the precious Osirian ruins. Perhaps the Aspis have formed some sort of terrible alliance with them to further their own profits. Ridaiya Merai, the Aspis leader, had previously professed that the usij were a mutual enemy, but her word means little. After all, she betrayed you without so much as a thought. What’s to say the Aspis and usij aren’t working together?

    Clearly, the Venture-Captain thinks you’re up to the task of taking on both groups.

    The boss isn’t asking for much, you think sarcastically, as you stare down into the pit you and a tribe of friendly air elementals excavated not long ago. In the middle is the magnificent sky pyramid, but it’s not reaching the pyramid’s golden-handled obsidian doors that concerns you. Rather, it’s the groups of lioness-headed creatures and cultists swarming the ruins’ entrance that gives you pause.

    “Work, you laggards!” rumbles the largest of the cat-creatures. The others redouble their efforts, especially the cultists, who seem unready to challenge the roaring beast.

    As your sun-addled mind grasps for recollection, it begins to dawn on you that the bestial creatures might truly be of another world. Their snarling visages soon make it clear that they are shira divs—creatures whose claws and teeth can drain the life force straight from a mortal’s soul. You dig your knees down further into the sand, trying to make yourself smaller and quieter as you form a plan for dispersing this terrifying group.

    That’s when the guttural voice echoes behind you. “You! The fool humans who dared stand against Velriana!” The slavering shira hulks behind you, the fur on her sneering face standing on end. A group of cultists stands at her back.

    “Sisters, it’s time to feed!

    Grand Lodge

    SIEGE DECK scenario! You may choose your starting location. Athnul will be starting us off.

    During This Adventure: The scourge die is 1d8+1.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

    During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen.

    When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

    To win the scenario, a location must be open while the siege deck is empty.

    Additional Rules: When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa

    Scenario Level (#): 5

    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:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Spoiler:
    Mummy
    MM
    Monster 4
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.

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

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

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

    Spoiler:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

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

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

    Spoiler:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

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

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


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

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

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

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

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

    Spells
    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Armor of the Sands
    MM
    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.

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

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

    Spoiler:
    Armor of the Sands
    MM
    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.

    Items
    Spoiler:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Spoiler:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

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

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


    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

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

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

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

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

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

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

    Spoiler:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 1 Athnul/Mhuirich
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 2 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Raz/MauveAvengr
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 3 Mavaro/kuey:
    Spoiler:
    Hourglass Card 3 Mavaro/kuey
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 4 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 4 Adowyn/Zalarian
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 5 Olenjack/ajpopp
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 6 Athnul/Mhuirich
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Raz/MauveAvengr
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Mavaro/kuey:
    Spoiler:
    Hourglass Card 8 Mavaro/kuey
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 9 Adowyn/Zalarian
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 10 Olenjack/ajpopp
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 11 Athnul/Mhuirich
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 12 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Raz/MauveAvengr
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 13 Mavaro/kuey:
    Spoiler:
    Hourglass Card 13 Mavaro/kuey
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Hourglass Card 14 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 14 Adowyn/Zalarian
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 15 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 15 Olenjack/ajpopp
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 16 Athnul/Mhuirich
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Raz/MauveAvengr
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Mavaro/kuey:
    Spoiler:
    Hourglass Card 18 Mavaro/kuey
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 19 Adowyn/Zalarian
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 20 Olenjack/ajpopp
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 21 Athnul/Mhuirich
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Raz/MauveAvengr
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 23 Mavaro/kuey:
    Spoiler:
    Hourglass Card 23 Mavaro/kuey
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 24 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 24 Adowyn/Zalarian
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 25 Olenjack/ajpopp
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 26 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 26 Athnul/Mhuirich
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 27 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 27 Raz/MauveAvengr
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 28 Mavaro/kuey:
    Spoiler:
    Hourglass Card 28 Mavaro/kuey
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 29 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 29 Adowyn/Zalarian
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 30 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 30 Olenjack/ajpopp
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Siege Deck
    M: 14 Ba: 10 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 16
    Siege Deck Card 1:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 2:

    Tekenu
    MM
    Monster 2
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.
    Siege Deck Card 3:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 4:

    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Siege Deck Card 5:

    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
    Siege Deck Card 6:

    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
    Siege Deck Card 7:

    Disciple of the Forgotten Pharaoh
    MM
    Henchman 4
    Type: Monster
    Traits:
    Human
    Cultist
    To Defeat:
    Combat 22
    Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
    If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 8:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 9:

    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Siege Deck Card 10:

    Disciple of the Forgotten Pharaoh
    MM
    Henchman 4
    Type: Monster
    Traits:
    Human
    Cultist
    To Defeat:
    Combat 22
    Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
    If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 11:

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

    Disciple of the Forgotten Pharaoh
    MM
    Henchman 4
    Type: Monster
    Traits:
    Human
    Cultist
    To Defeat:
    Combat 22
    Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
    If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 13:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 14:

    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Siege Deck Card 15:

    Alchemical Gas
    MM
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Siege Deck Card 16:

    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Siege Deck Card 17:

    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Siege Deck Card 18:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 19:

    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Siege Deck Card 20:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 21:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 22:

    Disciple of the Forgotten Pharaoh
    MM
    Henchman 4
    Type: Monster
    Traits:
    Human
    Cultist
    To Defeat:
    Combat 22
    Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
    If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 23:

    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
    Siege Deck Card 24:

    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
    Siege Deck Card 25:

    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Siege Deck Card 26:

    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Siege Deck Card 27:

    Cultist of Areshkagal
    MM
    Henchman 4
    Type: Monster
    Traits:
    Trigger
    Maftet
    Cultist
    Ranger
    To Defeat:
    Combat 19
    When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
    If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 28:

    Ubashki Swarm
    MM
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Siege Deck Card 29:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer scourge Curse of Blindness.
    Siege Deck Card 30:

    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Siege Deck Card 31:

    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Siege Deck Card 32:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 33:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 34:

    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Siege Deck Card 35:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 36:

    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Siege Deck Card 37:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 38:

    Disciple of the Forgotten Pharaoh
    MM
    Henchman 4
    Type: Monster
    Traits:
    Human
    Cultist
    To Defeat:
    Combat 22
    Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
    If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 39:

    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Siege Deck Card 40:

    Blasphemous Priest
    MM
    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.

    Location #1: Garden of Ossumentals
    At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you are dealt 1 Cold damage.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/kuey, Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, None

    Location #2: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: None

    Location #4: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #5: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None


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

    Adowyn - 3-5A: 3-5B: Guardians of Ruin
    Traders Sunburst Market - Putting Sedja in box and putting Ubashki in to deck
    Loot
    Swapping out Efficient Quiver for Scarab of Mummy Defense

    Starting Location - Precious Mine
    Starting Hand - Favored Card Ally
    Will display Leryn on Turn 1 right after Timer Blessing is flipped and SOT is resolved

    "

    Adowyn wrote:

    Hand: Ubashki, Archer's Bracers, Heat Metal (Core), Snow Leopard, Scarab of Mummy Defense, Reed Snake Armor, Fox,

    Displayed: Leryn,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Blessings available if have any

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 1 BotGreenFaith, w2Allying Hand Crossbow +2, Blessing of Horus, Hatchetbird, BoAchaekek, s1Aspect of the Bull, Thorn Bow, Blessing of Nivi Rhombodazzle, w3Oathbow, Cloud Puff, 1 BoMilani, Draughtcap Fungus, S2Major Cure, w1Hawkmoon Bow
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2
    - Ranged: Dexterity +3
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    - Perception<Cohort>: Wisdom +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait(☐ or is a spell that has the Divine 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. (☐ If it has the Divine trait, you may encounter it.)
    ☐ Add 1d4 to your check to recharge [ooc](☐ or acquire) a spell.[/ooc]
    ☐ When you would discard a blessing that has the basic trait or Erastil trait for its power, you may recharge it instead.
    ☐ When a character at another location encounters a bane, you may recharge a card that has the Animal trait to move to that location.
    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

    Ghoul Market offerings for Raz:

    Falcon Crown:

    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell. If proficient with light armors, you may recharge this card when you play a spell.

    Aegis of Recovery:

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

    Silken Ceremonial Armor:

    MM Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.


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

    Raz will trade in Fortified Breastplate for Aegis of Recovery.

    Raz nods at the ghoul as she turns in her breastplate for an elaborate neck piece.

    "I'll return this as good as new.".

    Raz will start at the Sepulcher of the Servant.

    Raz wrote:

    Hand: Lance of Jousting, Retriever (UC), Steel Ibis Lamellar, Blessing of Iomedae,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Current Location: Sepulcher of the Servant
    Hero Points: 9
    Paizo Reroll: Not used
    NOTES:
    Available Support: Can charge in!
    Other: Hi I'm Raz! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Riding Horse 2, Warhorse (UC), Pegasus, Shieldsplitter Lance, Weaponrack Backpack, Ebon Thorn, Warhorse (Pal), Hatchetbird, Fortified Breastplate, Frost Lance +2, Retriever (Pal), Lance +1, Mass Cure, Hand of the Honest Man, Blessing of Gorum, Blessing of Shax, Blessing of Tsukiyo
    Recharged:
    Discard Pile:
    Buried Pile:

    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 ☐ 5
    Proficiencies:
    Armor Weapons Divine
    POWERS:
    You may discard the top card of your deck to add 1d6 (☑+1)(☑+2)(☐+3) to your check. If it is a Mount card, 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 distant character encounters a monster, you may bury (☐ or discard) a Mount card to allow them to evade the monster; you then move to that location and encounter it.
    ☑ At the start (☑ or end) of your turn, you may discard a card from your hand to draw a card that has the Mount trait from your discard pile.
    ☐ Add 2 (☐ 4) to your check that has or is against a card that has the Polearm trait.
    ☐ When you would bury an armor for its power, you may discard (☐ or recharge) it instead.


    deck handler

    Choose Weapon as favored card.

    Visit Sunburst Trader to trade Wand of Detect Magic for Blessing of the Elements

    Start at #5: Mumia Lab

    "

    Mavaro wrote:

    Hand: The Missing Eye, Kinetic Blast, Armor of the Sands, Binder's Tome, Spellbook, Bird Feather Tokens, Chronicler,

    Top Card: Restorative Touch (Core) Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #5: Mumia Lab
    Hero Points: 6
    Tier.XP: 5.1
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
    Binder's Tome: +1d4 local Combat & Cha (Mental)
    Bird Feather Tokens: reroll local die
    Other: Boon: freely play a blessing (1/3) PLEASE USE!

    Deck, Discard, Buried:

    Reloaded: Restorative Touch (Core),
    Middle of Deck (Unknown Order): Wand of Flying, Object Reading, Sign of the Stranger, Wayfinder, Sign of the Rider, Call Spirit, Cleric of Nethys, Sign of the Pack, Pyrokinesis, Sign of the Lantern Bearer, Sign of the Mother, Create Mindscape, Blessing of the Elements
    Recharged:
    Discard Pile:
    Buried Pile:

    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 equal to Knowledge (from top card):
    Wisdom
    Divine

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane | Divine | Light Armors | ☐ Heavy Armor | Weapons
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the 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.
    ☐ On you check against a bane that has the Outsider or Undead trait, add 1d6 (☐ 2d6).
    ☑ When you would recharge or discard the weapon The Missing Eye, you may reveal it instead.
    ☐ When you play the weapon The Missing Eye on your combat check, you may add 1d6 (☐ 2d6); if you do, you are dealt 1 Mental damage that may not be reduced.
    ☑ When you defeat a monster (☐ or acquire a blessing), you may recharge a random card that has the Sign trait from your discard pile or banish a card that has the Curse or Haunt trait displayed next to a character's deck.

    "

    Grand Lodge

    Auction House offerings for Athnul:

    Zereletan:

    MM Ally 4
    Traits: Aberration Naga
    To Acquire: Charisma Diplomacy 11 OR Combat 15
    Bury this card to recharge any items in your discard pile. Discard this card to explore your location.

    Pyromaniac Mage:

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

    Sophronia:

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


    STR d6 +2 (Melee +2) | DEX d6 | CON d10 (Fortitude +2) | INT d4 | WIS d10 +4 (Perception +2, Divine +1) | CHA d6 Deck Handler

    Athnul will once again summon the aid of Sophronia (replaces Rogue Ape). She will begin at #4: Vizier's Hill.

    Athnul wrote:

    Hand: Crown of Swords, Hatchetbird, Evangelist, Viking Shieldmaster, Blessing of Lamashtu, Blessing of the Lord in Iron,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 3
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grappler's Mask, Tetisurah (Loot), Amulet of Fiery Fists, Blessing of Angradd, Amulet of Furious Fists, Blessing of Cayden Cailean, Sophronia , Ascetic's Belt, Scarab Brooch (Loot), Blessing of Gorum, Steal Soul, Blessing of Gorum (2), Mighty Steed, Blessing of Milani, Blessing of Shizuru
    Recharged:
    Discard Pile:
    Buried Pile:

    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

    Role:[b] Keen Strike Monk
    Favored Card: [b]Blessing

    Hand Size: 5 ☑ 6 ☐ 7
    POWERS:
    For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) and the Piercing trait (☑ and you may add the Magic trait); you may not play a weapon on this check. (☐ You may also add another 1d8 and the Mental trait.)
    You may reveal a blessing to evade your encounter. (☑ Then you may recharge that blessing to explore your location.)
    ☐ You gain the skill Divine: Wisdom +1 (☐ +3).
    ☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
    ☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    Grand Lodge

    Awaiting Nyctessa's starting hand and location.


    Female Nyctessa's Deck Necromancer 7

    Nyctessa will start at the Sepulcher of the Servant.
    Sorry for the delay...my rss widget has decided not to notify of changes to web sites.

    Nyctessa wrote:

    Hand: Spellbook, Animate Dead, Ice and Fire, Ring of Rat Fangs, Hungering Staff, Good Omen, Fire Snake, Blessing of Isis,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Sepulcher of the Servant
    Hero Points: 5
    Dice Re-Roll Used for 3-5B?: N
    NOTES:

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d8 ☐ +1 ☐ +2

    Favored Card: Spell
    Hand Size: 8
    Proficiencies:
    Arcane
    POWERS:
    • When you would defeat a monster and would banish it, you may draw it instead, then you may shuffle into your deck a random card from your discard pile.
    • You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 or a number of d4s equal to the banished card's adventure deck number to your check to defeat a monster.
    • Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die.
    • If your check is against a card that has the Undead trait, add 1d8.

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