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

Game Master dinketry

Available Traders:
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Grand Lodge

And away we go....

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: 1, 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:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

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

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

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

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

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

Weapons
Spoiler:
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:
Spelldagger
MM
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

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

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

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

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

Spoiler:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

Armors
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:
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.

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:
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:
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.

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

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

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

Spoiler:
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:
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:
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

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

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

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

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: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/MauveAvengr:
Spoiler:
Hourglass Card 1 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 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 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 4 Olenjack/ajpopp:
Spoiler:
Hourglass Card 4 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 5 Athnul/Mhuirich:
Spoiler:
Hourglass Card 5 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 6 Raz/MauveAvengr:
Spoiler:
Hourglass Card 6 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 7 Mavaro/kuey:
Spoiler:
Hourglass Card 7 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 8 Adowyn/Zalarian:
Spoiler:
Hourglass Card 8 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 9 Olenjack/ajpopp:
Spoiler:
Hourglass Card 9 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 10 Athnul/Mhuirich:
Spoiler:
Hourglass Card 10 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 11 Raz/MauveAvengr:
Spoiler:
Hourglass Card 11 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 12 Mavaro/kuey:
Spoiler:
Hourglass Card 12 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 13 Adowyn/Zalarian:
Spoiler:
Hourglass Card 13 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 14 Olenjack/ajpopp:
Spoiler:
Hourglass Card 14 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 15 Athnul/Mhuirich:
Spoiler:
Hourglass Card 15 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 16 Raz/MauveAvengr:
Spoiler:
Hourglass Card 16 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 17 Mavaro/kuey:
Spoiler:
Hourglass Card 17 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 18 Adowyn/Zalarian:
Spoiler:
Hourglass Card 18 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 19 Olenjack/ajpopp:
Spoiler:
Hourglass Card 19 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 20 Athnul/Mhuirich:
Spoiler:
Hourglass Card 20 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 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 the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 23 Adowyn/Zalarian:
Spoiler:
Hourglass Card 23 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 24 Olenjack/ajpopp:
Spoiler:
Hourglass Card 24 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 25 Athnul/Mhuirich:
Spoiler:
Hourglass Card 25 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 26 Raz/MauveAvengr:
Spoiler:
Hourglass Card 26 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 27 Mavaro/kuey:
Spoiler:
Hourglass Card 27 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 28 Adowyn/Zalarian:
Spoiler:
Hourglass Card 28 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 29 Olenjack/ajpopp:
Spoiler:
Hourglass Card 29 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: None

Garden of Ossumentals Card 1:
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.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.

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: Adowyn/Zalarian, None
Precious Mine Card 1:
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Precious Mine Card 2:
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Precious Mine Card 3:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Precious Mine Card 4:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Precious Mine Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Olenjack/ajpopp, Raz/MauveAvengr, None
Sepulcher of the Servant Card 1:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Sepulcher of the Servant Card 2:
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Sepulcher of the Servant Card 3:
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.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Athnul/Mhuirich, None

Vizier's Hill Card 1:
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.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Vizier's Hill Card 4:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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: Mavaro/kuey, None
Mumia Lab Card 1:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Mumia Lab Card 2:
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.
Mumia Lab Card 3:
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.
Mumia Lab Card 4:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
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.

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
Alchemical Laboratory Card 1:
Mummified Cat
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Alchemical Laboratory Card 2:
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.
Alchemical Laboratory Card 3:
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.
Alchemical Laboratory Card 4:
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.
Alchemical Laboratory Card 5:
Frost Staff
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Alchemical Laboratory Card 6:
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.


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: Athnul, Raz, Salim, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: None
Turn: 1 - Blessing 0 / Blessing of Osiris

At: #4: Vizier's Hill
SOT: None
Give Card: None
Move: No

Encounter: Siege Deck 1/Shira, Henchman 5, Com 19 OR Div 15:

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.

BYA Perception 8, reveal Evangelist: 1d10 + 6 + 1 ⇒ (3) + 6 + 1 = 10 - Auto-success

Combat 19, Recharge Lord In Iron (character power), recharge hatchetbird: 1d6 + 2 + 1d10 + 4 + 4 + 1d6 ⇒ (3) + 2 + (9) + 4 + 4 + (3) = 25

AYA Fortitude 8, bless with Lamashtu, reveal Evangelist: 2d10 + 2 + 1 ⇒ (3, 8) + 2 + 1 = 14

End turn.

Athnul wrote:

Hand: Crown of Swords, Amulet of Furious Fists, Evangelist, Viking Shieldmaster, Steal Soul, Sophronia ,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 3
Used re-roll: No
NOTES:
Other: Steal Soul is for my recharging, not casting, until next scenario

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Gorum, Blessing of Gorum (2), Blessing of Shizuru, Grappler's Mask, Ascetic's Belt, Blessing of Cayden Cailean, Blessing of Angradd, Blessing of Milani, Tetisurah (Loot), Scarab Brooch (Loot), Amulet of Fiery Fists, Mighty Steed
Recharged: Blessing of the Lord in Iron, Hatchetbird,
Discard Pile: 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.


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

Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: N/a
Turn: Turn 2 - Blessing of Maat

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

SOT: N/a
Give Card: N/a
Move: Move to Garden of Ossumentals

Explore: Tekenu

Tekenu:
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.

BYA Stealth 7: 1d4 ⇒ 2

Can't evade Tekenu. Will reveal Lance of Jousting to do Melee+1d8+1. Reveal Retriever to add another 1d8+1.

Combat 13: 1d8 + 4 + 1d8 + 1 + 1d8 + 1 ⇒ (4) + 4 + (7) + 1 + (5) + 1 = 22

AYA Acid: 1d4 ⇒ 3

Tekenu is defeated. Do not take Acid damage. Discard Blessing of Iomedae to explore again.

Explore 2: Shira

Shira:
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.

No one at location. Will discard top card of deck to add 1d6+2. Discard Weaponrack Backpack.

Wisdom 8: 1d6 + 1d6 + 2 ⇒ (3) + (2) + 2 = 7

Fail, burying Retriever. (Want the Steel Ibis Lamellar for the AYA). For combat check, will reveal Lance of Jousting to do Melee+1d8+1. Discard top card of deck to add 1d6+2. Hatchetbird so recharged instead.

Combat 19: 1d8 + 4 + 1d8 + 1 + 1d6 + 2 ⇒ (4) + 4 + (5) + 1 + (4) + 2 = 20

Defeated. For AYA, recharge Steel Ibis Lamellar to add 1d6 to Constitution check. Discard top card of deck to add 1d6+2. Riding Horse so recharged instead.

Constitution 8: 1d6 + 1d6 + 1d6 + 2 ⇒ (4) + (4) + (3) + 2 = 13

End Turn: Reset Hand

Raz wrote:

Hand: Lance of Jousting, Blessing of Gorum, Fortified Breastplate, Blessing of Tsukiyo,

Displayed:
Deck: 14 Discard: 2 Buried: 1
Current Location: Garden of Ossumentals
Hero Points: 9
Paizo Reroll: Not used
NOTES:
Available Support: Blessing
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

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

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.

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
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
Siege Deck 4-40 remain
Raz - Location #1: Garden of Ossumentals 1-? remain
Adowyn - Location #2: Precious Mine 1-? remain
Nyctessa - Location #3: Sepulcher of the Servant 1-? remain
Athnul - Location #4: Vizier's Hill 1-? remain
Mavaro - Location #5: Mumia Lab 1-? remain
Location #6: Alchemical Laboratory 1-? remain


deck handler

Out of Turn Updates: Nil
Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa,
Turn: Turn 3: Blessing of the Ancients
SOT:
Recharge Kinetic Blast to reload Blessing of the Elements and shuffle
(Constitution = Knowledge due to reloaded Blessing of the Elements)
Reveal Spellbook for +1d4, Chronicler for +1d6
Constitution DC4: 1d8 + 3 + 1d4 + 1d6 ⇒ (3) + 3 + (2) + (2) = 10 ==> Success

Give Card: Nil
Move: Stay at #5: Mumia Lab
Explore:

#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.

(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power for +1d6+5. Cold for +1d8
Reveal Spellbook and Chronicler for +1d6
Combat DC21: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 + 1d8 + 1d6 ⇒ (2) + 4 + (6) + 1 + (3) + 5 + (2) + (3) = 26 ==> Defeated

Recharge Bird Feather Tokens to reload Sign of the Pack

End Turn: Reset Hand.

"

Mavaro wrote:

Hand: The Missing Eye, Armor of the Sands, Binder's Tome, Spellbook, Chronicler, Sign of the Pack, Pyrokinesis,

Top Card: Sign of the Mother 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)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Sign of the Mother,
Middle of Deck (Unknown Order): Cleric of Nethys, Sign of the Rider, Restorative Touch (Core), Blessing of the Elements, Object Reading, Kinetic Blast, Wayfinder, Create Mindscape, Call Spirit, Sign of the Stranger, Wand of Flying, Sign of the Lantern Bearer, Bird Feather Tokens
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):
Constitution
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 (1)
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
Siege Deck 5-40 remain
Raz - Location #1: Garden of Ossumentals 1-4 remain
Adowyn - Location #2: Precious Mine 1-5 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain
Location #6: Alchemical Laboratory 1-6 remain


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

Raz has no reading comprehension. Must redo fight versus Shira. Will ask Adowyn to recharge Snow Leopard to add 1d4 to the combat check.

Combat 19: 20 - 3 + 1d4 - 1 ⇒ 20 - 3 + (3) - 1 = 19

Shira is actually defeated.

Grand Lodge

Raz the Gnome wrote:

Raz has no reading comprehension. Must redo fight versus Shira. Will ask Adowyn to recharge Snow Leopard to add 1d4 to the combat check.

[dice=Combat 19] 20-3+1d4-1

Shira is actually defeated.

This is not a helpful post.

1d8 -1+ 4 + 1d8 -1 + 1 + 1d6 -1+ 2 + 1d4 - 1⇒ (4) -1 + 4 + (5) -1 + 1 + (4) + -1+ 2 + 3 - 1 = 19

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: 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: 4, 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:
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:
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:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.

Spoiler:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

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

Barriers
Spoiler:
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:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

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

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

Spoiler:
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.

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

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

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

Spoiler:
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:
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:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.

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

Spoiler:
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:
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.

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

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

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

Spoiler:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

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

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

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

Spoiler:
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.

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:
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.

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

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

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

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

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

Current Hour:

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

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Olenjack/ajpopp:
Spoiler:
Hourglass Card 1 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 2 Athnul/Mhuirich:
Spoiler:
Hourglass Card 2 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 3 Raz/MauveAvengr:
Spoiler:
Hourglass Card 3 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 4 Mavaro/kuey:
Spoiler:
Hourglass Card 4 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 5 Adowyn/Zalarian:
Spoiler:
Hourglass Card 5 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 6 Olenjack/ajpopp:
Spoiler:
Hourglass Card 6 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 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 the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 9 Mavaro/kuey:
Spoiler:
Hourglass Card 9 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 10 Adowyn/Zalarian:
Spoiler:
Hourglass Card 10 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 11 Olenjack/ajpopp:
Spoiler:
Hourglass Card 11 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 12 Athnul/Mhuirich:
Spoiler:
Hourglass Card 12 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 13 Raz/MauveAvengr:
Spoiler:
Hourglass Card 13 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 14 Mavaro/kuey:
Spoiler:
Hourglass Card 14 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 15 Adowyn/Zalarian:
Spoiler:
Hourglass Card 15 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 16 Olenjack/ajpopp:
Spoiler:
Hourglass Card 16 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 17 Athnul/Mhuirich:
Spoiler:
Hourglass Card 17 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 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 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 20 Adowyn/Zalarian:
Spoiler:
Hourglass Card 20 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 21 Olenjack/ajpopp:
Spoiler:
Hourglass Card 21 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 22 Athnul/Mhuirich:
Spoiler:
Hourglass Card 22 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 23 Raz/MauveAvengr:
Spoiler:
Hourglass Card 23 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 24 Mavaro/kuey:
Spoiler:
Hourglass Card 24 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 25 Adowyn/Zalarian:
Spoiler:
Hourglass Card 25 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 26 Olenjack/ajpopp:
Spoiler:
Hourglass Card 26 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: 12 Ba: 10 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14
Siege Deck Card 1:

Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Siege Deck Card 2:

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 3:

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 4:

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 5:

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 6:

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 7:

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 8:

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 9:

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 10:

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 11:

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 12:

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 13:

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 14:

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 15:

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 16:

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 17:

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 18:

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 19:

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 20:

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 21:

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 22:

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 23:

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 24:

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 25:

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 26:

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 27:

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 28:

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 29:

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 30:

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 31:

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 32:

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 33:

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 34:

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 35:

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 36:

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: Raz/MauveAvengr, None

Garden of Ossumentals Card 1:
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.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.

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: Adowyn/Zalarian, None
Precious Mine Card 1:
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Precious Mine Card 2:
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Precious Mine Card 3:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Precious Mine Card 4:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Precious Mine Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Olenjack/ajpopp, None
Sepulcher of the Servant Card 1:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Sepulcher of the Servant Card 2:
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Sepulcher of the Servant Card 3:
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.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Athnul/Mhuirich, None

Vizier's Hill Card 1:
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.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Vizier's Hill Card 4:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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: Mavaro/kuey, None
Mumia Lab Card 1:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Mumia Lab Card 2:
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.
Mumia Lab Card 3:
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.
Mumia Lab Card 4:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
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.

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
Alchemical Laboratory Card 1:
Mummified Cat
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Alchemical Laboratory Card 2:
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.
Alchemical Laboratory Card 3:
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.
Alchemical Laboratory Card 4:
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.
Alchemical Laboratory Card 5:
Frost Staff
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Alchemical Laboratory Card 6:
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.


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

Rerolling. Lance of Jousting +1 does Melee+1d8+1. Discard top card of deck to add 1d6+2. Hatchetbird so recharged instead. Ask Nyctessa for Blessing of Isis to bless check. Rolling four dice so -4 to check since lance adds Melee trait to check.

Combat 19: 2d8 + 4 + 1d8 + 1 + 1d6 + 2 - 4 ⇒ (7, 1) + 4 + (1) + 1 + (1) + 2 - 4 = 13

Will recharge Lance of Jousting to use it's power to reroll dice.

Combat 19 w/ Lance Reroll: 2d8 + 4 + 1d8 + 1 + 1d6 + 2 - 4 ⇒ (7, 8) + 4 + (8) + 1 + (1) + 2 - 4 = 27

Raz wrote:

Hand: Lance +1, Fortified Breastplate, Blessing of Gorum, Blessing of Tsukiyo,

Displayed:
Deck: 14 Discard: 2 Buried: 1
Current Location: Garden of Ossumentals
Hero Points: 9
Paizo Reroll: Not used
NOTES:
Available Support: Blessing
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 (Pal), Frost Lance +2, Shieldsplitter Lance, Ebon Thorn, Pegasus, Mass Cure, Hand of the Honest Man, Retriever (Pal), Blessing of Shax, Warhorse (UC)
Recharged: Hatchetbird, Riding Horse 2, Steel Ibis Lamellar, Lance of Jousting,
Discard Pile: Blessing of Iomedae, Weaponrack Backpack,
Buried Pile: Retriever (UC),

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.


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

Did NOT use Adowyn's Snow Leopard this check.


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

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

Hour: 4 - Blessing of Thoth
SOT:

Leryn will examine top card of location (Precious Mine Card 1: Ring of the Godless)
Give Card: None

Adowyn whispers into Leryn's ear and points a finger towards her quarry
Since Leryn is displayed will reload to examine the top 2 cards of location and choose the following order:
Siege Deck Card 1: Dance of the Dead TRIGGER
Will bury Ubashki to ignore trigger and shuffle location after done with examines
Siege Deck Card 2: Earth Ossumental TRIGGER I take 1d4 Acid damage and it is shuffled into locationsiege deck

Acid damage from Earth Ossumental: 1d4 ⇒ 4 reveal snake reed armor to reduce by 3 to 1 and discard Archer's Bracers; scoure is avoided
Top card of Precious Mine is discarded (Ring of the Godless as is Alchemical Laboratory Card 1: Mummified Cat)
Move: Stay at Precious Mine
Location Powers: The difficulty to defeat banes that have Construct trait is increased by 1d6.

Random Siege Card: 1d36 ⇒ 13 Siege Deck Card 13: Desert Trapper
Adowyn steps away just as Leryn leaps ahead growling menacingly
Will recharge a card (Scarab of Mummy Defense) to evade a bane I encounter and then may/will examine the top card of my location deck (Precious Mine Card 2: Seer's Tea.)

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.

Adowyn ends her turn

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: 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.

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: Heat Metal (Core), Reed Snake Armor, Snow Leopard, Fox, Blessing of Nivi Rhombodazzle, BoAchaekek,

Displayed: Leryn,
Deck: 13 Discard: 1 Buried: 1
Hero Points: 5
NOTES:
Available Support: Blessings available if have any
If Thorn bow is in hand and I have another weapon then it can be reloaded for distant combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): w3Oathbow, Thorn Bow, Draughtcap Fungus, w1Hawkmoon Bow, w2Allying Hand Crossbow +2, Cloud Puff, S2Major Cure, Hatchetbird, s1Aspect of the Bull, 1 BoMilani, Blessing of Horus, 1 BotGreenFaith
Recharged: Scarab of Mummy Defense,
Discard Pile: Archer's Bracers,
Buried Pile: Ubashki,

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 (4)
Notes for Nyctessa: Raz used Blessing of Isis
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
Siege Deck (Random 1-36) remain
Raz - Location #1: Garden of Ossumentals 1-4 remain
Adowyn - Location #2: Precious Mine 2-5 remain // 2=Seer's Tea(0)
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain
Location #6: Alchemical Laboratory 2-6 remain


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: discard Blessing of Isis on Raz’s turn
Turn: Turn 5 – Blessing of Ra
SOT: nil
Give card: nil
Move: stay at Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

Explore 1: Encounter random card from the siege deck.
Random siege card: 1d36 ⇒ 8
8: Disciple of the Forgotten Pharaoh. BYA, encounter Forgotten Pharaoh Cultist; Combat 20 or Charisma, Diplomacy 17. I will reveal Hungering Staff and discard Good Omen for its power. The monster is undead at this location, so I get +1d8.
Combat 20 vs Forgotten Pharaoh Cultist: 1d10 + 6 + 1d6 + 2 + 1d6 + 1d8 ⇒ (9) + 6 + (1) + 2 + (1) + (5) = 24
Defeated and I will draw it and banish it on the combat check against the Disciple, Combat 22. Also, I heal a card (Good Omen). Cast Ice and Fire.
Combat 22 vs Disciple of the Forgotten Pharaoh: 1d10 + 6 + 2d8 + 3 + 1d8 + 1d4 ⇒ (4) + 6 + (5, 7) + 3 + (6) + (3) = 34
Defeated, and I draw it and heal a card (Blessing of Isis).

Cast Animate Dead to draw monsters of level 1 or higher with sum of levels 6.
Ubashki Swarm, level 1.
Plasma Ooze, level 5.

End of Turn:
Discard Ubashki Swarm.

Recovery:
Ice and Fire, Arcane 12: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (4) = 11
Animate Dead, Arcane 13: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (3) = 10
Wow, that’s just…bs.

Reset Hand

Nyctessa wrote:

Hand: Spellbook, Bound Elemental, Good Omen, Ring of Rat Fangs, Hungering Staff, Plasma Ooze, Fire Snake, Disciple of the Forgotten Pharaoh,

Displayed:
Deck: 13 Discard: 3 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (4)
Additional Info 1: Acid, Electricity, Fire bad

Siege Deck (Random 1-7,9-36) remain
Raz - Location #1: Garden of Ossumentals 1-4 remain
Adowyn - Location #2: Precious Mine 2-5 remain // 2=Seer's Tea(0)
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain
Location #6: Alchemical Laboratory 2-6 remain


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: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: None
Turn: 6 - 2/Blessing of Anubis

At: #4: Vizier's Hill
SOT: None
Give Card: No
Move: No

Random explore (Siege Deck 1-36 skip 8): 1d36 ⇒ 20

Explore: Siege 20/Fiendish Sphinx, Barrier 4, Int/Kno/Arc/Wis 12:

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.

Wisdom 12, recharge Evangelist: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15 - Success
Discard Viking Shieldmaster to explore

Random explore (Siege Deck 1-36 skip 8,20): 1d36 ⇒ 16

Explore: Siege 16/Usij Cultist, Henchman (Monster) 5, Com 20:

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.

Damage type: 1d6 ⇒ 5 - Fire
BYA Wisdom 8: 1d10 + 4 ⇒ (3) + 4 = 7
Recharge: 1d4 ⇒ 1 - Crown of Swords
Combat 20, reveal Amulet, recharge Sophronia: 1d6 + 2 + 2d6 + 1d10 + 4 + 4 ⇒ (1) + 2 + (2, 4) + (4) + 4 + 4 = 21

End turn.

Summary
Location: #4: Vizier's Hill
Banished: Siege 20/Fiendish Sphinx, Siege 16/Usij Cultist

Athnul wrote:

Hand: Tetisurah (Loot), Amulet of Furious Fists, Blessing of Shizuru, Blessing of Milani, Steal Soul, Blessing of Gorum (2),

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 3
Used re-roll: No
NOTES:
Other: Steal Soul is for my recharging, not casting, until next scenario

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grappler's Mask, Amulet of Fiery Fists, Blessing of Gorum, Scarab Brooch (Loot), Blessing of Angradd, Mighty Steed, Ascetic's Belt, Blessing of Cayden Cailean
Recharged: Blessing of the Lord in Iron, Hatchetbird, Evangelist, Crown of Swords, Sophronia ,
Discard Pile: Blessing of Lamashtu, Viking Shieldmaster,
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)
Additional Info 1: Acid, Electricity, Fire bad
Siege Deck (Random 1-36 reroll 8,16,20) remain
Raz - Location #1: Garden of Ossumentals 1-4 remain
Adowyn - Location #2: Precious Mine 2-5 remain // 2=Seer's Tea(0)
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain
Location #6: Alchemical Laboratory 2-6 remain


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

Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: N/a
Turn: Turn 7 - Blessing of Nethys

Blessing of Nethys:
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.

SOT: N/a
Give Card: N/a
Move: Stay at Garden of Ossumentals

Explore: Siege deck is shuffled. Random explore. Random 1-36 and reroll 8,16,20.

Explore: 1d36 ⇒ 7

Telekinesis Trap:
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.

Will discard Blessing of Tsukiyo to bless check. Reveal Fortified Breastplate to add 3 to Constitution check.

Constitution 9: 2d6 + 3 ⇒ (6, 3) + 3 = 12

Banished! Discard Blessing of Gorum to explore again.

Explore 2: Explore: 1d36 ⇒ 11 Reroll 7, 8, 16, 20

Alchemical Gas:
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.

Discard top card of deck to add 1d6+2 to check. Warhorse so recharged instead.

Intelligence 7: 1d4 + 1d6 + 2 ⇒ (1) + (4) + 2 = 7

Barely defeated.

End Turn: Reset Hand

Raz wrote:

Hand: Lance +1, Fortified Breastplate, Retriever (Pal), Pegasus,

Displayed:
Deck: 12 Discard: 4 Buried: 1
Current Location: Garden of Ossumentals
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, Ebon Thorn, Warhorse (Pal), Blessing of Shax, Mass Cure, Shieldsplitter Lance, Hand of the Honest Man
Recharged: Hatchetbird, Riding Horse 2, Steel Ibis Lamellar, Lance of Jousting, Warhorse (UC),
Discard Pile: Blessing of Iomedae, Weaponrack Backpack, Blessing of Tsukiyo, Blessing of Gorum,
Buried Pile: Retriever (UC),

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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (4)
Additional Info 1: Acid, Electricity, Fire bad
Siege Deck (Random 1-36 reroll 7,8,11,16,20) remain
Raz - Location #1: Garden of Ossumentals 1-4 remain
Adowyn - Location #2: Precious Mine 2-5 remain // 2=Seer's Tea(0)
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain
Location #6: Alchemical Laboratory 2-6 remain


deck handler

Out of Turn Updates: Nil
Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa,
Turn: Turn 8: Blessing of Pharasma
SOT:
(Constitution = Knowledge due to reloaded Sign of the Mother)
Reveal Spellbook for +1d4, Chronicler for +1d6
Constitution DC4: 1d8 + 4 + 1d4 + 1d6 ⇒ (7) + 4 + (4) + (4) = 19 ==> Success

Give Card: Nil
Move: Stay at #5: Mumia Lab
Explore:
Which card?: 1d36 ⇒ 2

#2: 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.

Recharge Pyrokinesis to reload Blessing of the Elements and shuffle
(Dexterity= Knowledge due to reloaded Blessing of the Elements)
Reveal Spellbook for +1d4, Chronicler for +1d6
BYA: Dexterity DC13: 1d8 + 4 + 1d4 + 1d6 ⇒ (1) + 4 + (3) + (1) = 9 ==> Failed
Acid damage: 1d4 ⇒ 2 ==> Recharge Armor of the Sands to reduce by 2, i.e. to 0.

(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power for +1d6+5
Reveal Spellbook and Chronicler for +1d6
Combat DC18: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 + 1d6 ⇒ (6) + 4 + (3) + 1 + (1) + 5 + (2) = 22 ==> Defeated
No one is cursed, right?

Discard Sign of the Pack to explore again.
Which card?: 1d36 ⇒ 18

#18: 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.

BYA Summon: Forgotten Pharaoh Cultist:

Henchman (monster)
Human
Cultist
Veteran
Check to defeat
Combat
10
or
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power for +1d6+5
Reveal Spellbook and Chronicler for +1d6
Combat DC10+10: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 + 1d6 ⇒ (2) + 4 + (7) + 1 + (3) + 5 + (4) = 26 ==> Defeated
Recharge Sign of the Pack from Discard.

Now for main encounter
(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power for +1d6+5
Reveal Spellbook and Chronicler for +1d6
Combat DC22: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 + 1d6 ⇒ (3) + 4 + (2) + 1 + (4) + 5 + (1) = 20 Spend 1 Hero Point (from 6 to 5) to reroll
Combat DC22: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 + 1d6 ⇒ (3) + 4 + (6) + 1 + (6) + 5 + (3) = 28 ==> Defeated

End Turn: Reset Hand.
Drew Create Mindscape. Will display at #5: Mumia Lab during Adowyn's SoT

"

Mavaro wrote:

Hand: The Missing Eye, Binder's Tome, Spellbook, Chronicler, Blessing of the Elements, Call Spirit,

Top Card: Sign of the Lantern Bearer Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: #5: Mumia Lab
Hero Points: 5
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)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Sign of the Lantern Bearer,
Middle of Deck (Unknown Order): Object Reading, Wayfinder, Restorative Touch (Core), Cleric of Nethys, Bird Feather Tokens, Sign of the Stranger, Sign of the Rider, Kinetic Blast, Pyrokinesis, Sign of the Mother, Wand of Flying
Recharged: Armor of the Sands, Sign of the Pack,
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):
Constitution
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 (4)
Additional Info 1: Acid, Electricity, Fire bad

Siege Deck (Random 1-36 reroll 2,7,8,11,16,18,20) remain
Raz - Location #1: Garden of Ossumentals 1-4 remain
Adowyn - Location #2: Precious Mine 2-5 remain // 2=Seer's Tea(0)
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory 2-6 remain


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

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

Hour: 9 - Hourglass Card 5 Adowyn/Zalarian Blessing of Thoth
SOT:

(Random 1-36 reroll 2,7,8,11,16,18,20): 1d36 ⇒ 14 Siege Deck Card 14: Usij Cultist
Leryn will examine top card of location (Siege Deck Card 14: Usij Cultist)
Will use mat discard and draw ability - discard Heat Metal and draw Allying Hand crossbow

Adowyn whispers into Leryn's ear and points a finger towards her quarry
(Random 1-36 reroll 2,7,8,11,14,16,18,20): 1d36 ⇒ 321d36 ⇒ 17 Siege Deck Card 32: Elder Ifreeti
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:
Siege Deck Card 32: Elder Ifreeti
Siege Deck Card 14: Usij Cultist

Give Card: None
Move: Precious Mine -> Alchemical Laboratory
Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
Explore: Siege Deck Card 32: Elder Ifreeti

Recharge another ranged weapon to add 1d8+Weapon AD and 1 of its traits
recharge snow leopard to add 1d4
Allying Hand Crossbow +2 Combat Check DC 19/23: 1d10 + 1d6 + 7 + 1d4 ⇒ (5) + (1) + 7 + (3) = 16 Not Quite; use hero point
Allying Hand Crossbow +2 Combat Check DC 19/23: 1d10 + 1d6 + 7 + 1d4 ⇒ (9) + (3) + 7 + (2) = 21 Monster defeated and did not overshoot

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.

Will choose Ally for boon and draw Reed Moccasin

Reed Moccasin:

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

After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

Will display Leryn and then discard Reed Moccasin to examine location (Alchemical Laboratory Card 2: Smite Abomination) and then explore and adding d6, poison and acid.
Explore: Siege Deck Card 14: Usij Cultist

Element Type: 1d6 ⇒ 2 Acid
BYA Divine Check DC 8: 1d8 + 4 ⇒ (5) + 4 = 9 Success

Recharge another ranged weapon to add 1d8+Weapon AD and 1 of its traits
Ally adds d6 poison and acid
Allying Hand Crossbow +2 Combat Check DC 20/27: 1d10 + 1d6 + 7 + 1d6 ⇒ (4) + (5) + 7 + (5) = 21 Monster defeated and did not overshoot by 4 or 7
After defeating, examining the top card of my deck (Blessing of Horus); can/will draw it if animal

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.

Will discard fox to explore
(Random 1-36 reroll 2,7,8,11,14,16,18,20,32): 1d36 ⇒ 27 Siege Deck Card 27: Living Sandstorms

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.

Adowyn hears a large creature barrelling towards the shifting sand creature


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

Raz will bury Retriever to move to Alchemical Laboratory, forcing Adowyn to evade the Living Sandstorms and encounter it instead. Discard a blessing from hourglass (Nyctessa's Blessing) and shuffle in a Sandstorm villain into blessing deck. For combat, Raz will reveal Lance +1 to do Melee+1d8+1. Will reveal Pegasus to add additional 1d8+1. Will discard top card of deck to add 1d6+2. Discard Mass Cure (ouch! was hoping to draw that)

Combat 18/22: 1d8 + 4 + 1d8 + 1 + 1d8 + 1 + 1d6 + 2 ⇒ (4) + 4 + (1) + 1 + (3) + 1 + (1) + 2 = 17

Spend Paizo reroll to reroll the d8 that rolled a 1

Combat 18/22: 4 + 4 + 1d8 + 1 + 3 + 1 + 1 + 2 ⇒ 4 + 4 + (2) + 1 + 3 + 1 + 1 + 2 = 18

Defeated. Do not overkill so no Acid damage from Lab power.

Raz wrote:

Hand: Lance +1, Fortified Breastplate, Pegasus,

Displayed:
Deck: 11 Discard: 5 Buried: 2
Current Location: Alchemical Lab
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 (Pal), Hand of the Honest Man, Ebon Thorn, Blessing of Shax, Frost Lance +2, Shieldsplitter Lance
Recharged: Hatchetbird, Riding Horse 2, Steel Ibis Lamellar, Lance of Jousting, Warhorse (UC),
Discard Pile: Blessing of Iomedae, Weaponrack Backpack, Blessing of Tsukiyo, Blessing of Gorum, Mass Cure,
Buried Pile: Retriever (UC), Retriever (Pal),

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.


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

Adowyn ends her turn

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: 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.

Adowyn attempts to recover all cards in her Recovery pile.

Adowyn resets her hand revealing any plants as necessary.

"

Adowyn wrote:

Hand: w2Allying Hand Crossbow +2, Reed Snake Armor, Blessing of Nivi Rhombodazzle, BoAchaekek, Blessing of Horus, w1Hawkmoon Bow, Hatchetbird,

Displayed: Leryn, s1Aspect of the Bull,
Deck: 9 Discard: 4 Buried: 1
Hero Points: 5
NOTES:
Available Support: Blessings available if have any
If Thorn bow is in hand and I have another weapon then it can be reloaded for distant combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): S2Major Cure, Cloud Puff, 1 BotGreenFaith, w3Oathbow, Draughtcap Fungus, Thorn Bow, 1 BoMilani
Recharged: Scarab of Mummy Defense, Snow Leopard,
Discard Pile: Archer's Bracers, Heat Metal (Core), Reed Moccasin, Fox,
Buried Pile: Ubashki,

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 (4) : Random 1d21+5 6=Sandstorm
Notes for Adowyn: used mat discard and 1HP
Notes for Raz: Used reroll
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Sandstorm shuffled in to hourglass (Nyctessa's blessing discarded)
Siege Deck (Random 1-36 reroll 2,7,8,11,14,16,18,20,27,32) remain
Location #1: Garden of Ossumentals 1-4 remain
Location #2: Precious Mine 3-5 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Adowyn, Raz - Location #6: Alchemical Laboratory 3-6 remain

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: 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: 10, 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:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

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

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

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:
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.

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:
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:
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:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

Weapons
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:
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.

Spoiler:
Javelin of Lightning
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

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

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

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

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

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

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

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

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

Items
Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his 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.

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

Spoiler:
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:
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.


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

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

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:
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.

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

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

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

Current Hour:

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

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Athnul/Mhuirich:
Spoiler:
Hourglass Card 1 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 2 Raz/MauveAvengr:
Spoiler:
Hourglass Card 2 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 3 Mavaro/kuey:
Spoiler:
Hourglass Card 3 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.
Hourglass Card 4 Adowyn/Zalarian:
Spoiler:
Hourglass Card 4 Adowyn/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 5 Olenjack/ajpopp:
Spoiler:
Hourglass Card 5 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 6 Athnul/Mhuirich:
Spoiler:
Hourglass Card 6 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 7 Raz/MauveAvengr:
Spoiler:
Hourglass Card 7 Raz/MauveAvengr
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 8 Mavaro/kuey:
Spoiler:
Hourglass Card 8 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 9 Adowyn/Zalarian:
Spoiler:
Hourglass Card 9 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 10 Olenjack/ajpopp:
Spoiler:
Hourglass Card 10 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 11 Athnul/Mhuirich:
Spoiler:
Hourglass Card 11 Athnul/Mhuirich
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 12 Raz/MauveAvengr:
Spoiler:
Hourglass Card 12 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 13 Mavaro/kuey:
Spoiler:
Hourglass Card 13 Mavaro/kuey
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 Adowyn/Zalarian:
Spoiler:
Hourglass Card 14 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 15 Olenjack/ajpopp:
Spoiler:
Hourglass Card 15 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 16 Athnul/Mhuirich:
Spoiler:
Hourglass Card 16 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 17 Raz/MauveAvengr:
Spoiler:
Hourglass Card 17 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 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 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 20 Olenjack/ajpopp:
Spoiler:
Hourglass Card 20 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: 9 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 10
Siege Deck Card 1:

Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Siege Deck Card 2:

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 3:

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 4:

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 5:

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 6:

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 7:

Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Siege Deck Card 8:

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 9:

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 10:

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 11:

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 12:

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 13:

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 14:

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 15:

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 16:

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 17:

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.
Siege Deck Card 18:

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 19:

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 20:

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 21:

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 22:

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 23:

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 24:

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 25:

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 26:

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.

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: None

Garden of Ossumentals Card 1:
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.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.

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
Precious Mine Card 1 (Ring of the Godless):
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Precious Mine Card 2:
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Precious Mine Card 3:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Precious Mine Card 4:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Precious Mine Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Olenjack/ajpopp, None
Sepulcher of the Servant Card 1:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Sepulcher of the Servant Card 2:
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Sepulcher of the Servant Card 3:
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.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Athnul/Mhuirich, None

Vizier's Hill Card 1:
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.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Vizier's Hill Card 4:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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: Mavaro/kuey, None
Mumia Lab Card 1:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Mumia Lab Card 2:
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.
Mumia Lab Card 3:
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.
Mumia Lab Card 4:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
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.

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: Adowyn/Zalarian, Raz/MauveAvengr, None
Alchemical Laboratory Card 1:
Mummified Cat
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Alchemical Laboratory Card 2:
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.
Alchemical Laboratory Card 3:
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.
Alchemical Laboratory Card 4:
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.
Alchemical Laboratory Card 5:
Frost Staff
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Alchemical Laboratory Card 6:
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.


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: discard Blessing of Isis on Raz’s turn
Turn: Turn 10 – Blessing of Isis
SOT: nil
Give card: nil
Move: stay at Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

Explore 1: Dance of the Dead. Dex, Cha 10. Use Dexterity, bury Bound Elemental (put in recovery) and use Blessing of Milani from Athnul.
Dexterity 10: 3d6 + 1d8 ⇒ (2, 2, 4) + (5) = 13
Display next to the scenario. For every undead we defeat, shuffle an item into a random open location AND explore again! If we win the scenario, we get all the extra items!
But, alas, I cannot go again.

End of Turn:

Recovery:
Bound Elemental, Arcane 12: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11
Un. Bee. Leavable. Seriously.

Reset Hand

Nyctessa wrote:

Hand: Spellbook, Hungry Ghost Monk, Good Omen, Ring of Rat Fangs, Hungering Staff, Plasma Ooze, Fire Snake, Disciple of the Forgotten Pharaoh,

Displayed:
Deck: 12 Discard: 3 Buried: 1
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.

Loading...
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (4) : Random 1d21+5 6=Sandstorm
Notes for Adowyn: used mat discard and 1HP
Notes for Athnul: Used BoMilani
Notes for Raz: Used reroll
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Dance of the Dead displayed next to scenario
Siege Deck 2-26 remain
Location #1: Garden of Ossumentals 1-4 remain
Location #2: Precious Mine 3-5 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Adowyn, Raz - Location #6: Alchemical Laboratory 3-6 remain

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: 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.

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.

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

Scenario Level (#): 5

Turn: 11, 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:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Spoiler:
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:
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:
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:
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.

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

Spoiler:
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:
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.


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:
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.

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:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

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

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

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

Spoiler:
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:
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.

Armors
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:
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:
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:
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:
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.

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

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

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:
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.

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

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

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

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

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

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

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: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/MauveAvengr:
Spoiler:
Hourglass Card 1 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 2 Mavaro/kuey:
Spoiler:
Hourglass Card 2 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.
Hourglass Card 3 Adowyn/Zalarian:
Spoiler:
Hourglass Card 3 Adowyn/Zalarian
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 Olenjack/ajpopp:
Spoiler:
Hourglass Card 4 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 5 Athnul/Mhuirich:
Spoiler:
Hourglass Card 5 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 6 Raz/MauveAvengr:
Spoiler:
Hourglass Card 6 Raz/MauveAvengr
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Mavaro/kuey:
Spoiler:
Hourglass Card 7 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 8 Adowyn/Zalarian:
Spoiler:
Hourglass Card 8 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 9 Olenjack/ajpopp:
Spoiler:
Hourglass Card 9 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 10 Athnul/Mhuirich:
Spoiler:
Hourglass Card 10 Athnul/Mhuirich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 11 Raz/MauveAvengr:
Spoiler:
Hourglass Card 11 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 12 Mavaro/kuey:
Spoiler:
Hourglass Card 12 Mavaro/kuey
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 Adowyn/Zalarian:
Spoiler:
Hourglass Card 13 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 14 Olenjack/ajpopp:
Spoiler:
Hourglass Card 14 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 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 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 17 Mavaro/kuey:
Spoiler:
Hourglass Card 17 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 18 Adowyn/Zalarian:
Spoiler:
Hourglass Card 18 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 19 Olenjack/ajpopp:
Spoiler:
Hourglass Card 19 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: 9 Ba: 6 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 10
Siege Deck Card 1:

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 2:

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 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.
Siege Deck Card 4:

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 5:

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 6:

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 7:

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 8:

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 9:

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 10:

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 11:

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 12:

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 13:

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 14:

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 15:

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 16:

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.
Siege Deck Card 17:

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 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:

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 20:

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 21:

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 22:

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 23:

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 24:

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 25:

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.

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: None

Garden of Ossumentals Card 1:
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.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.

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: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Precious Mine Card 1 (Seer's Tea):
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Precious Mine Card 2:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Precious Mine Card 3:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Precious Mine Card 4:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Olenjack/ajpopp, None
Sepulcher of the Servant Card 1:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Sepulcher of the Servant Card 2:
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Sepulcher of the Servant Card 3:
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.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Athnul/Mhuirich, None

Vizier's Hill Card 1:
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.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Vizier's Hill Card 4:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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: Mavaro/kuey, None
Mumia Lab Card 1:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Mumia Lab Card 2:
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.
Mumia Lab Card 3:
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.
Mumia Lab Card 4:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
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.

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: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Zalarian, Raz/MauveAvengr, None
Alchemical Laboratory Card 1:
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.
Alchemical Laboratory Card 2:
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.
Alchemical Laboratory Card 3:
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.
Alchemical Laboratory Card 4:
Frost Staff
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Alchemical Laboratory Card 5:
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.


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: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: Discard BoMilani for Nyctessa
Turn: 11 - 0/Blessing of Wadjet

At: #4: Vizier's Hill
SOT: None
Give Card: No
Move: No

Explore: Siege 21/Pharaoh's Altar, Barrier 5, Dex/Dis 12 OR Cra 14:

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.

Athnul reveals Blessing of Gorum to evade, and recharges to explore again.

Shuffled Siege Deck: 1d25 ⇒ 21

Explore: Siege 21/Usij Cultist, Henchman (Monster) 5, Com 20:

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.

Damage type: 1d6 ⇒ 5 - Fire
BYA Wisdom 8: 1d10 + 4 ⇒ (8) + 4 = 12 - Success
Combat 20, reveal Amulet, recharge Steal Soul: 1d6 + 2 + 2d6 + 1d10 + 4 + 5 ⇒ (4) + 2 + (1, 3) + (10) + 4 + 5 = 29
Overshot damage: 1d4 ⇒ 2 - Discard Blessing of Shizuru, Tetisurah (Loot)

Discard card from blessings deck. Athnul suffers Curse of the Sphinx and banishes the top of her location (#4: Vizier's Hill) and unoccupied locations (#1: Garden of Ossumentals, #2: Precious Mine). End turn.

Summary
Location: #4: Vizier's Hill
Banished: Siege 21/Fiendish Sphinx
Other: Siege deck is shuffled (1-25 reroll 21)

Athnul wrote:

Hand: Grappler's Mask, Amulet of Furious Fists, Scarab Brooch (Loot), Ascetic's Belt, Mighty Steed, Blessing of Angradd,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 3
Used re-roll: No
Curse of the Sphinx
NOTES:
Other: Steal Soul is for my recharging, not casting, until next scenario

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Fiery Fists, Blessing of Gorum, Blessing of Cayden Cailean
Recharged: Blessing of the Lord in Iron, Hatchetbird, Evangelist, Crown of Swords, Sophronia , Blessing of Gorum (2), Steal Soul,
Discard Pile: Blessing of Lamashtu, Viking Shieldmaster, Blessing of Milani, Blessing of Shizuru, Tetisurah (Loot),
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 + 1 where X = ?Current Turn - BR Refresh Turn (11)
Notes for Adowyn: used mat discard and 1HP
Notes for Raz: Used reroll
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Dance of the Dead displayed next to scenario
Siege Deck 2-26 remain
Location #1: Garden of Ossumentals 2-4 remain
Location #2: Precious Mine 2-4 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 2-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Adowyn, Raz - Location #6: Alchemical Laboratory 3-6 remain


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

Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: N/a
Turn: Turn 12 - Using Mavaro's Blessing due to Athnul's check -

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

SOT: N/a
Give Card: N/a
Move: Move back to Garden of Ossumentals

Explore: Siege deck is shuffled. Random explore. (1-25 reroll 21).

Random Explore: 1d25 ⇒ 4

Shira:
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.

Will discard top card of deck to add 1d6+2 for BYA. Discard Blessing of Shax.

BYA Wisdom 8: 1d6 + 1d6 + 2 ⇒ (6) + (3) + 2 = 11

For combat check, Raz will reveal Lance +1 to do Melee+1d8+1. Reveal Pegasus to add additional 1d8+1. Discard top card of deck to add additional 1d6+2. Discard Hand of the Honest Man. Lance +1 invokes the Melee trait. Rolling four dice, so -4 on check (-1 for each die).

Combat 19: 1d8 + 4 + 1d8 + 1 + 1d8 + 1 + 1d6 + 2 - 4 ⇒ (8) + 4 + (3) + 1 + (3) + 1 + (6) + 2 - 4 = 24

Defeated! For AYA, reveal Fortified Breastplate to add 3 to Constitution check. Discard top card of deck to add 1d6+2. Discard Frost Lance +2.

Constitution 8: 1d6 + 3 + 1d6 + 2 ⇒ (2) + 3 + (5) + 2 = 12

Shira is defeated. Raz is hurting a bit, so will hold of on exploring again.

End Turn: Reset Hand

Raz wrote:

Hand: Lance +1, Fortified Breastplate, Ebon Thorn, Pegasus,

Displayed:
Deck: 7 Discard: 8 Buried: 2
Current Location: Garden of Ossumentals
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): Shieldsplitter Lance, Warhorse (Pal)
Recharged: Hatchetbird, Riding Horse 2, Steel Ibis Lamellar, Lance of Jousting, Warhorse (UC),
Discard Pile: Blessing of Iomedae, Weaponrack Backpack, Blessing of Tsukiyo, Blessing of Gorum, Mass Cure, Blessing of Shax, Hand of the Honest Man, Frost Lance +2,
Buried Pile: Retriever (UC), Retriever (Pal),

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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X + 1 where X = ?Current Turn - BR Refresh Turn (11)
Notes for Adowyn: used mat discard and 1HP
Notes for Raz: Used reroll
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Dance of the Dead displayed next to scenario
Siege Deck 1-3,5-20,22-25 remain
Raz - Location #1: Garden of Ossumentals 2-4 remain
Location #2: Precious Mine 2-4 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 2-4 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Adowyn - Location #6: Alchemical Laboratory 3-6 remain

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: 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.

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.

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

Scenario Level (#): 5

Turn: 13, Mavaro/kuey

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

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

Spoiler:
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:
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.

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

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

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

Spoiler:
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.

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:
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.

Spoiler:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

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

Allies
Spoiler:
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.

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

Spoiler:
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.

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.

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

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

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

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

Current Hour:

Blessing of the 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: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Zalarian:
Spoiler:
Hourglass Card 1 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 2 Olenjack/ajpopp:
Spoiler:
Hourglass Card 2 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 3 Athnul/Mhuirich:
Spoiler:
Hourglass Card 3 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 4 Raz/MauveAvengr:
Spoiler:
Hourglass Card 4 Raz/MauveAvengr
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 Mavaro/kuey:
Spoiler:
Hourglass Card 5 Mavaro/kuey
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 6 Adowyn/Zalarian:
Spoiler:
Hourglass Card 6 Adowyn/Zalarian
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 Olenjack/ajpopp:
Spoiler:
Hourglass Card 7 Olenjack/ajpopp
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 8 Athnul/Mhuirich:
Spoiler:
Hourglass Card 8 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 9 Raz/MauveAvengr:
Spoiler:
Hourglass Card 9 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 10 Mavaro/kuey:
Spoiler:
Hourglass Card 10 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 11 Adowyn/Zalarian:
Spoiler:
Hourglass Card 11 Adowyn/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 12 Olenjack/ajpopp:
Spoiler:
Hourglass Card 12 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 13 Athnul/Mhuirich:
Spoiler:
Hourglass Card 13 Athnul/Mhuirich
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 14 Raz/MauveAvengr:
Spoiler:
Hourglass Card 14 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 15 Mavaro/kuey:
Spoiler:
Hourglass Card 15 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.
Hourglass Card 16 Adowyn/Zalarian:
Spoiler:
Hourglass Card 16 Adowyn/Zalarian
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: 9 Ba: 6 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 8
Siege Deck Card 1:

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 2:

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 3:

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 4:

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 5:

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

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 7:

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 8:

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 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:

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.
Siege Deck Card 11:

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 12:

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 13:

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 14:

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 15:

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 16:

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 17:

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 18:

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 19:

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 20:

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 21:

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 22:

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 23:

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.

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: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raz/MauveAvengr, None

Garden of Ossumentals Card 1:
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.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.

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: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Precious Mine Card 1:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Precious Mine Card 2:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Precious Mine Card 3:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: Olenjack/ajpopp, None
Sepulcher of the Servant Card 1:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Sepulcher of the Servant Card 2:
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Sepulcher of the Servant Card 3:
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.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Athnul/Mhuirich, None

Vizier's Hill Card 1:
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.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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: Mavaro/kuey, Create Mindscape (displayed)
Mumia Lab Card 1:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Mumia Lab Card 2:
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.
Mumia Lab Card 3:
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.
Mumia Lab Card 4:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
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.

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: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Zalarian, None
Alchemical Laboratory Card 1:
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.
Alchemical Laboratory Card 2:
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.
Alchemical Laboratory Card 3:
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.
Alchemical Laboratory Card 4:
Frost Staff
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Alchemical Laboratory Card 5:
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.


deck handler

Out of Turn Updates: Nil
Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa,
Turn: Turn 13: Blessing of the Ancients
SOT:
(Constitution = Knowledge due to reloaded Sign of the Lantern Bearer)
Reveal Spellbook for +1d4, Chronicler for +1d6, Create Mindscape for +1d4
Constitution DC4: 1d8 + 4 + 1d4 + 1d6 + 1d4 ⇒ (1) + 4 + (1) + (4) + (3) = 13 ==> Success

Give Card: Nil
Move: Stay at #5: Mumia Lab
Explore:

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.

Recharge Blessing of the Elements to reload Sign of the Stranger and shuffle.
(Dexterity = Knowledge due to reloaded Sign of the Stranger)
Reveal Spellbook for +1d4, Chronicler for +1d6, Create Mindscape for +1d4
Dexterity DC12: 1d8 + 4 + 1d4 + 1d6 + 1d4 ⇒ (2) + 4 + (1) + (2) + (4) = 13 ==> Success
Choose Blessing. Pausing as there's no Blessing 5 in random cards.

Grand Lodge

Mavaro's blessing...

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.


deck handler

Continuing turn

Acquired Blessing of the Lady of Graves

Oh, was hoping for a blessing that I could explore with. Oh well.

Recharge Blessing of the Lady of Graves, Call Spirit to reload Sign of the Pack and shuffle

End turn: Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Binder's Tome, Spellbook, Chronicler, Sign of the Pack, Wand of Flying, Sign of the Lantern Bearer,

Top Card: Kinetic Blast Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: #5: Mumia Lab
Hero Points: 5
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)
Other: Boon: freely play a blessing (1/3) PLEASE USE!

Deck, Discard, Buried:

Reloaded: Kinetic Blast,
Middle of Deck (Unknown Order): Blessing of the Elements, Restorative Touch (Core), Object Reading, Wayfinder, Cleric of Nethys, Sign of the Rider, Armor of the Sands, Bird Feather Tokens, Blessing of the Lady of Graves, Sign of the Stranger, Pyrokinesis, Call Spirit, Sign of the Mother
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):
Intelligence
Arcane
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 + 1 where X = ?Current Turn - BR Refresh Turn (13)
Notes for Adowyn: used mat discard and 1HP
Notes for Raz: Used reroll
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Dance of the Dead displayed next to scenario
Siege Deck 2-23 remain
Raz - Location #1: Garden of Ossumentals 1-3 remain
Location #2: Precious Mine 1-3 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-5 remain
Athnul - Location #4: Vizier's Hill 1-3 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Adowyn - Location #6: Alchemical Laboratory 1-5 remain


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

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

Hour: 14 - Hourglass Card 1 Adowyn/Zalarian Blessing of Thoth
SOT:

Leryn will examine top card of location (Siege Deck Card 2: Bonecrusher Hunter TRIGGER - encounter)
Encounter: Siege Deck Card 2: Bonecrusher Hunter
Hawkmoon Bow Combat Check DC 9+5+3=17: 1d10 + 2d6 + 7 ⇒ (8) + (6, 4) + 7 = 25 Monster defeated
After defeating, examining the top card of my deck (Major Cure); can/will draw it if animal
Acid damage: 1d4 ⇒ 4 reveal armor for 3 and discard hand crossbow
The following boons are banished:
Precious Mine Card 1: Effigy of Maat
Alchemical Laboratory Card 1: Smite Abomination

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.

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:
Siege Deck Card 3: The Third Law - TRIGGER displayed
Siege Deck Card 4: Sightless Starvation - TRIGGER encounter

Will ask Mavaro to use a blessing
Survival Check DC 12: 1d8 + 4 + 1d8 ⇒ (8) + 4 + (4) = 16 Success
Will use gnomish blessing to add 2d6
Wisdom Check DC 12: 1d8 + 2 + 2d6 ⇒ (7) + 2 + (1, 5) = 15 Success
If a barrier was defeated, examine the top card of my deck (Leryn); can/will draw it if animal
Acid damage from location: 1d4 ⇒ 2 reveal armor for no damage

If a barrier was defeated, examine the top card of my deck (Leryn); can/will draw it if animal

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.

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.

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:
Alchemical Laboratory Card 2: Speak with Dead
Alchemical Laboratory Card 3: Black Marsh Spider Venom

Give Card: None
Move: Alchemical Laboratory -> Sepulcher of the Servant
Location Powers: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

Explore: Siege Deck Card 5: UNDEAD Desert Trapper
Hawkmoon Bow Combat Check DC 7+5=12: 1d10 + 2d6 + 7 ⇒ (6) + (6, 3) + 7 = 22 Monster defeated
After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

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.

Since it was undead will shuffle an item from the box into a random open location and explore.
Random open location: 1d6 ⇒ 2 Precious Mine

Explore: Siege Deck Card 6: Elemental Arachnid
Adowyn steps away just as Leryn leaps ahead growling menacingly
Will recharge a card (Hatchetbird) to evade a bane I encounter and then may/will examine the top card of my location deck.
Random Siege Card: 1d18 + 5 ⇒ (6) + 5 = 11 Siege Deck Card 11: Disciple of the Forgotten Pharaoh

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.

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:
Sepulcher of the Servant Card 2: Blessing of Bastet
Sepulcher of the Servant Card 1: Rod of the Devoured Dawn

Will discard Blessing of Horus to move to Precious Mine and explore
Explore: Siege Deck Card 11: Disciple of the Forgotten Pharaoh

Hawkmoon Bow Combat Check DC 10+5+5=20: 1d10 + 2d6 + 7 ⇒ (9) + (5, 5) + 7 = 26 Monster defeated
After defeating, examining the top card of my deck (s2 Major cure); can/will draw it if animal

Forgotten Pharaoh Cultist:

MM-B, MM-C henchman (monster)
HumanCultistVeteran
Check to defeat
Combat
10
or
Charisma
Diplomacy
7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.

If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.

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

Will discard Achaekek to add 2 dice
Hawkmoon Bow Combat Check DC 22: 1d10 + 2d6 + 7 + 2d10 ⇒ (7) + (2, 2) + 7 + (10, 10) = 38 Monster defeated
After defeating, examining the top card of my deck (Major Cure); can/will draw it if animal

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.

Adowyn ends her turn

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: 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.

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, S2Major Cure, Draughtcap Fungus, Cloud Puff, 1 BoMilani, Thorn Bow,

Displayed: Leryn, s1Aspect of the Bull,
Deck: 5 Discard: 8 Buried: 1
Hero Points: 5
NOTES:
Available Support: Blessings available if have any
If Thorn bow is in hand and I have another weapon then it can be reloaded for distant combat

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): w3Oathbow, 1 BotGreenFaith
Recharged: Scarab of Mummy Defense, Snow Leopard, Hatchetbird,
Discard Pile: Archer's Bracers, Reed Moccasin, Fox, w2Allying Hand Crossbow +2, Blessing of Nivi Rhombodazzle, Blessing of Horus, BoAchaekek, Heat Metal (Core),
Buried Pile: Ubashki,

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 + 1 where X = ?Current Turn - BR Refresh Turn (13)
Notes for Adowyn: used mat discard and 1HP
Notes for Raz: Used reroll
Notes for Mavaro: Adowyn used a blessing
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Third Law(location close), Dance of the Dead displayed
Siege Deck (Random 6-23 Reroll 11) remain // 6=Elemental Arachnid
Raz - Location #1: Garden of Ossumentals 1-3 remain
Adowyn - Location #2: Precious Mine (random 2-4) remain // 4=random item
Nyctessa - Location #3: Sepulcher of the Servant 2,1,3-5 remain // 1=Blessing of Bastet, 2=Rod of the Devoured Dawn(W5)
Athnul - Location #4: Vizier's Hill 1-3 remain
Mavaro - Location #5: Mumia Lab 1-6 remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory 2-5 remain // 2=Speak with Dead, 3= Black Spider Marsh Venom


Female Nyctessa's Deck Necromancer 7

Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
Out of turn updates: nil
Turn: Turn 15 – Sandstorm
Random locations:
Athnul’s location: 1d6 ⇒ 2 Precious Mine. Top card is boon, shuffle.
Raz’s location: 1d6 ⇒ 2 Precious Mine. Top card is boon, shuffle.
Mavaro’s location: 1d6 ⇒ 1 Garden of Ossumentals. Top card is boon, shuffle.
Adowyn’s location: 1d6 ⇒ 4 Vizier’s Hill. Top card is boon, shuffle.
Nyctessa’s location: 1d6 ⇒ 2 Precious Mine. Top card is boon, shuffle.

SOT: nil
Give card: Give Raz my Ring of Rat Fangs.
Move: move to Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

Explore 1:
Siege Card, re-roll 11: 1d18 + 5 ⇒ (9) + 5 = 14 Disciple of the Forgotten Pharaoh.
First, must fight Forgotten Pharaoh Cultist. It is undead. Will reveal my Hungering Staff and sacrifice my Disciple of the Forgotten Pharaoh to destroy his former comrade.
1d10 + 6 + 1d6 + 2 + 4d4 + 1d8 ⇒ (7) + 6 + (5) + 2 + (3, 1, 3, 4) + (6) = 37
Because of my character power, I heal a card. And an item gets shuffled into a location.
Item shuffled into random location: 1d6 ⇒ 5 Vizier’s Hill

Now for the Disciple of the Forgotten Pharaoh. He is undead. I will sacrifice my Plasma Ooze.
1d10 + 6 + 1d6 + 2 + 5d4 ⇒ (3) + 6 + (6) + 2 + (4, 4, 3, 1, 2) = 31
Destroyed. I add his reanimated corpse to my retinue. And I heal a card. And add an item to a location.
Item shuffled into random location: 1d6 ⇒ 4 Mumia Lab
I will also explore again, as allowed by Dance of the Dead.

Explore 2:
Siege Card, re-roll 11 or 14: 1d18 + 5 ⇒ (15) + 5 = 20 Cultist of Areshkagal.
BYA, Int 8. Reveal Spellbook.
Int 8: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11
Now for the Combat 19 check. Don’t want to exceed 27. It is undead. Reveal Hungering Staff.
Combat 19: 1d10 + 6 + 1d6 + 2 + 1d8 ⇒ (8) + 6 + (3) + 2 + (5) = 24
Perfect. I heal my last discard and I will add the Cultist to my hand. And we get another random item.
Item shuffled into random location: 1d6 ⇒ 3 Sepulcher of the Servant
I will also explore again, as allowed by Dance of the Dead.

Explore 3:
Siege Card, re-roll 11, 14, or 20: 1d18 + 5 ⇒ (9) + 5 = 14
Siege Card, re-roll 11, 14, or 20: 1d18 + 5 ⇒ (4) + 5 = 9 Elder Ifreeti. Combat 19. It is undead.
Reveal Hungering Staff.
Combat 19: 1d10 + 6 + 1d6 + 2 + 1d8 ⇒ (1) + 6 + (3) + 2 + (7) = 19
Barely, but I’ll add it to my hand. AND I’m going to take an armor, since I have no way to reduce damage. (And I hate the idea of losing boons!)
The armor is…Portable Sarcophagus. (?) Actually, this is good. I’ll display it next to the Sepulcher of the Servant, Nyctessa’s “token” is shuffled in and she is immune to damage until her token is revealed. I think that’s good.
And we get another random item.
Item shuffled into random location: 1d6 ⇒ 6 Alchemical Laboratory
I will also explore again, as allowed by Dance of the Dead.

Explore 4:
Siege Card, re-roll 9, 11, 14, or 20: 1d18 + 5 ⇒ (12) + 5 = 17 Usij Cultist. It is undead.
Damage type: 1d6 ⇒ 6
BYA check, INT 8, reveal Spellbook.
BYA INT 8: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (2) = 14
Combat check. Reveal Hungering Staff.
Combat 20: 1d10 + 6 + 1d6 + 2 + 1d8 ⇒ (8) + 6 + (3) + 2 + (3) = 22
Defeated and I’ll add it to my hand.
Item shuffled into random location: 1d6 ⇒ 1 Garden of Ossumentals
I will also explore again, as allowed by Dance of the Dead.

Explore 5:
Siege Card, re-roll 9, 11, 14, 17 or 20: 1d18 + 5 ⇒ (11) + 5 = 16 Echoes of Confusion. It is undead, but a barrier (so no Dance of the Dead effects). I still get my character bonus vs. undead.
Charisma 8: 2d8 ⇒ (7, 4) = 11
Defeated.
Discard Hungry Ghost Monk to explore again.

Explore 6:
Siege Card, re-roll 9, 11, 14, 16, 17 or 20: 1d18 + 5 ⇒ (11) + 5 = 16
Siege Card, re-roll 9, 11, 14, 16, 17 or 20: 1d18 + 5 ⇒ (4) + 5 = 9
Siege Card, re-roll 9, 11, 14, 16, 17 or 20: 1d18 + 5 ⇒ (12) + 5 = 17
Siege Card, re-roll 9, 11, 14, 16, 17 or 20: 1d18 + 5 ⇒ (7) + 5 = 12
Shira. It is undead.
BYA, Wisdom 8
WIS 8: 2d8 ⇒ (7, 1) = 8

For the combat check, I will banish the Elder Ifreeti. I will reveal the Hungering Staff, which has the Melee trait.
Combat 19: 1d10 + 6 + 1d6 + 2 + 1d8 + 4d4 - 7 ⇒ (9) + 6 + (4) + 2 + (1) + (2, 3, 2, 4) - 7 = 26
Crushed. Added to my hand. Heal Hungry Ghost Monk. Add item to a random location.
Item shuffled into random location: 1d6 ⇒ 2 Precious Mine
Explore again as per Dance of the Dead.

Explore 7:
Siege Card, re-roll 9, 11, 12, 14, 16, 17 or 20: 1d18 + 5 ⇒ (17) + 5 = 22 Usij Cultist. It is undead.
Damage type: 1d6 ⇒ 2
BYA check, INT 8, reveal Spellbook.
BYA INT 8: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10
Combat check. Reveal Hungering Staff. Banish Disciple of the Forgotten Pharaoh.
Combat 20: 1d10 + 6 + 1d6 + 2 + 1d8 + 4d4 ⇒ (7) + 6 + (3) + 2 + (1) + (3, 3, 1, 1) = 27
Defeated and I’ll add it to my hand.
Item shuffled into random location: 1d6 ⇒ 4 Vizier’s Hill
I will also explore again, as allowed by Dance of the Dead.

Explore 8:
Siege Card, re-roll 9, 11, 12, 14, 16, 17, 20 or 22: 1d18 + 5 ⇒ (3) + 5 = 8 Living Sandstorms. It is a monster, therefore it is undead. I can’t stop its BYA power, so a blessing is banished and a Sandstorm is shuffled into the blessings deck. For the combat, reveal my Hungering Staff and use my power vs. undead.
Combat 18: 1d10 + 6 + 1d6 + 2 + 1d8 ⇒ (6) + 6 + (6) + 2 + (4) = 24
Defeated and I’ll add it to my hand.
Item shuffled into random location: 1d6 ⇒ 3 Sepulcher of the Servant
I will also explore again, as allowed by Dance of the Dead.

Explore 9:
Siege Card, re-roll 8, 9, 11, 12, 14, 16, 17, 20 or 22: 1d18 + 5 ⇒ (14) + 5 = 19
Shira. It is undead.
BYA, Wisdom 8
WIS 8: 2d8 ⇒ (3, 5) = 8

For the combat check, I will banish the Cultist of Areshkagal. I will reveal the Hungering Staff, which has the Melee trait.
Combat 19: 1d10 + 6 + 1d6 + 2 + 1d8 + 4d4 - 7 ⇒ (4) + 6 + (3) + 2 + (2) + (3, 2, 1, 2) - 7 = 18
Hero Point to re-roll.
Combat 19: 1d10 + 6 + 1d6 + 2 + 1d8 + 4d4 - 7 ⇒ (7) + 6 + (3) + 2 + (1) + (1, 3, 2, 2) - 7 = 20
Defeated and added to my hand.
Add item to a random location.
Item shuffled into random location: 1d6 ⇒ 5 Mumia Lab
Explore again as per Dance of the Dead.

Explore 10:
There are 8 siege deck cards left: 6,7,10,13,15,18,21,23. I’ll roll a d8.
Random siege deck card: 1d8 ⇒ 4 Toxic Geyser. Yuck. I’ve been saving Fire Snake for this. Dex, Acro, Wis, Surv 15. Cast Fire Snake and reveal Spellbook to use Arcane instead of Dex. And I’ll use Adowyn’s Blessing of Milani.
Dex 15: 3d10 + 6 + 1d4 ⇒ (10, 1, 5) + 6 + (3) = 25
And alas, I can no longer explore.

End of Turn:

Recovery:
Fire Snake, Arcane 8: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (3) = 16

Reset Hand

Nyctessa wrote:

Hand: Spellbook, Usij Cultist, Good Omen, Animate Dead, Hungering Staff, Cloudburst, Blessing of Sivanah, Shira,

Displayed:
Deck: 14 Discard: 2 Buried: 1
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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X + 1 where X = ?Current Turn - BR Refresh Turn (13)
Notes for Adowyn: used mat discard and 1HP; Nyctessa used BoM
Notes for Nyctessa: used 1 HP
Notes for Raz: Used reroll. Received Nyctessa's Ring of Rat Fangs.
Notes for Mavaro: Adowyn used a blessing
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Third Law(location close), Dance of the Dead displayed
Siege Deck Random 6,7,10,15,18,21,23 remain // 6=Elemental Arachnid
Raz - Location #1: Garden of Ossumentals 1-3 +1 random item remain
Adowyn - Location #2: Precious Mine (random 2-4) +1 random item remain // 4=random item
Nyctessa - Location #3: Sepulcher of the Servant 2,1,3-5 +2 random items remain // 1=Blessing of Bastet, 2=Rod of the Devoured Dawn(W5)
Athnul - Location #4: Vizier's Hill 1-3 +2 random items remain
Mavaro - Location #5: Mumia Lab 1-6 +2 random items remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory 2-5 +1 random item remain // 2=Speak with Dead, 3= Black Spider Marsh Venom


Female Nyctessa's Deck Necromancer 7

Summary.
10 siege cards cleared
1 item added to locations 1, 2, and 6
2 items added to locations 3, 4, and 5
Top blessing discarded; sandstorm shuffled into blessings deck.
Gave Ring of Rat Fangs to Raz.
Used Adowyn's Blessing of Milani.
Only 7 siege cards left.
Oh, and Nyctessa is shuffled into the Sepulcher of the Servant deck.

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: 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.

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.

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.

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

Scenario Level (#): 5

Turn: 16, Athnul/Mhuirich

Scourge Table:

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

Random Cards:

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

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

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:
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:
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.

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

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

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

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

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

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

Spoiler:
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:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Spells
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:
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.

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

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

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

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

Spoiler:
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:
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:
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of 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 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.

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/MauveAvengr:
Spoiler:
Hourglass Card 1 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 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 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 Olenjack/ajpopp:
Spoiler:
Hourglass Card 4 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 5 Athnul/Mhuirich:
Spoiler:
Hourglass Card 5 Athnul/Mhuirich
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 6 Raz/MauveAvengr:
Spoiler:
Hourglass Card 6 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 7 Mavaro/kuey:
Spoiler:
Hourglass Card 7 Mavaro/kuey
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 Adowyn/Zalarian:
Spoiler:
Hourglass Card 8 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 9 Olenjack/ajpopp:
Spoiler:
Hourglass Card 9 Olenjack/ajpopp
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 10 Athnul/Mhuirich:
Spoiler:
Hourglass Card 10 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 11 Raz/MauveAvengr:
Spoiler:
Hourglass Card 11 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 12 Mavaro/kuey:
Spoiler:
Hourglass Card 12 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.
Hourglass Card 13 Adowyn/Zalarian:
Spoiler:
Hourglass Card 13 Adowyn/Zalarian
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: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1:

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 2:

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 3:

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.
Siege Deck Card 4:

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 5:

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 6:

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 7:

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.

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: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/kuey, None

Garden of Ossumentals Card 1:
Ring of Rejection
MM
Item P
Traits:
Accessory
Magic
To Acquire:
Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals 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.
Garden of Ossumentals Card 4:
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.

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: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich, Raz/MauveAvengr, None
Precious Mine Card 1:
Staff of Revelations
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Precious Mine Card 2:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Precious Mine Card 3:
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.
Precious Mine Card 4:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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: 2 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Olenjack/ajpopp, None
Sepulcher of the Servant Card 1:
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.
Sepulcher of the Servant Card 2:
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.
Sepulcher of the Servant Card 3:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Sepulcher of the Servant Card 4:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Sepulcher of the Servant Card 5:
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Sepulcher of the Servant Card 6:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Sepulcher of the Servant Card 7:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Adowyn/Zalarian, None

Vizier's Hill Card 1:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Vizier's Hill Card 4:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Vizier's Hill Card 5:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

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: 4 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Create Mindscape (displayed)
Mumia Lab Card 1:
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.
Mumia Lab Card 2:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Mumia Lab Card 3:
Chest of Keeping
MM
Item 5
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Knowledge
Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
Mumia Lab Card 4:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
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.
Mumia Lab Card 7:
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.
Mumia Lab Card 8:
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.

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: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Alchemical Laboratory Card 1:
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.
Alchemical Laboratory Card 2:
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.
Alchemical Laboratory Card 3:
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.
Alchemical Laboratory Card 4:
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.
Alchemical Laboratory Card 5:
Frost Staff
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.


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: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: On, Nyctessa's turn, Sandstorm moves her to #2: Precious Mine
Turn: 16 - 0/Blessing of the Elements

At: #2: Precious Mine
SOT: None
Give Card: No
Move: #5: Mumia Lab

Curse of the Sphinx forces an examine; chosing to examine the Siege deck, as a siege trigger is less risky than a guaranteed boon in the location.

Examine: Siege 1/Disciple of the Forgotten Pharaoh, Henchman (Monster) 4, Com 22:

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.

No trigger, so explore. First encounter Forgotten Pharaoh Cultist.

Forgotten Pharaoh Cultists, Henchman (Monster) B, Com 10+## or Cha/Dip 7+##:

MM Henchman B
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Forgotten Pharaoh Cultists: Combat 20, reveal Amulet, recharge Scarab Brooch for char power: 1d6 + 2 + 2d6 + 1d10 + 4 + 3 ⇒ (4) + 2 + (4, 3) + (2) + 4 + 3 = 22
Disciple of the Forgotten Pharaoh: Combat 22, reveal Amulet, recharge Grappler's Mask for char power: 1d6 + 2 + 2d6 + 1d10 + 4 + 3 ⇒ (5) + 2 + (5, 1) + (2) + 4 + 3 = 22

End turn.

Summary
Location: #5: Mumia Lab
Banished: Siege 1/Disciple of the Forgotten Pharaoh
Other:

Athnul wrote:

Hand: Blessing of Gorum, Amulet of Furious Fists, Blessing of Cayden Cailean, Ascetic's Belt, Mighty Steed, Blessing of Angradd,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 3
Used re-roll: No
Curse of the Sphinx
NOTES:
Available Support: Blessings available
Other: Steal Soul is for my recharging, not casting, until next scenario

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Amulet of Fiery Fists
Recharged: Blessing of the Lord in Iron, Hatchetbird, Evangelist, Crown of Swords, Sophronia , Blessing of Gorum (2), Steal Soul, Scarab Brooch (Loot), Grappler's Mask,
Discard Pile: Blessing of Lamashtu, Viking Shieldmaster, Blessing of Milani, Blessing of Shizuru, Tetisurah (Loot),
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)
Notes for Adowyn: used mat discard and 1HP; Nyctessa used BoM
Notes for Nyctessa: used 1 HP
Notes for Raz: Used reroll. Received Nyctessa's Ring of Rat Fangs.
Notes for Mavaro: Adowyn used a blessing
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Third Law(location close), Dance of the Dead displayed
Siege Deck 2-7 remain // ?=Elemental Arachnid
Mavaro - Location #1: Garden of Ossumentals 1-4 remain
Athnul, Raz - Location #2: Precious Mine 1-4 remain
Nyctessa - Location #3: Sepulcher of the Servant 1-7 remain // ?=Blessing of Bastet, ?=Rod of the Devoured Dawn(W5)
Adowyn - Location #4: Vizier's Hill 1-5 remain
Location #5: Mumia Lab 1-8 remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory 1-5 remain // ?=Speak with Dead, ?= Black Spider Marsh Venom


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

Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa
Out of Turn Updates: Move to Precious Mine due to Sandstorm; Nycessa gives Raz Ring of Rat Fangs
Turn: Turn 17 - Blessing of Osiris

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.

SOT: N/a
Give Card: N/a
Move: Move back to Mumia's Lab

Explore: Scarab Swarm

Scarab Swarm:
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.

Raz will reveal Lance +1 to do Melee+1d8+1. Reveal Pegasus to add additional 1d8+1. Reveal Ebon Thorn to add 2 and Piercing trait to Melee combat check. Will discard top card of deck to add 1d6+2. Discard Shieldsplitter Lance.

Combat 6+5+5=16/20: 1d8 + 4 + 1d8 + 1 + 1d8 + 1 + 2 + 1d6 + 2 ⇒ (6) + 4 + (3) + 1 + (1) + 1 + 2 + (3) + 2 = 23

Defeated by more than 4 so Scarab Swarm is not shuffled back in. Reveal Ring of Rat Fangs to recharge a random card from discard since check to defeat was 4 or more. Recharge Blessing of Tsukiyo. Discard Pegasus to explore again.

Explore 2: Blasphemous Priest

Blasphemous Priest:
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.

Raz will reveal Lance +1 to do Melee+1d8+1.

Combat 10: 1d8 + 4 + 1d8 + 1 ⇒ (3) + 4 + (2) + 1 = 10

Defeated. Blasphemous Priest is Undead. Shuffle random item into an open location (due to Dance of the Undead).

Random Location: 1d6 ⇒ 2

Random item shuffled into Precious Mines. Dance of the Undead lets Raz explore again.

Explore 3: The Evil Eye

The Evil Eye:
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.

Discard top card of deck to add 1d6+2. Warhorse so recharged instead. Reveal Ebon Thorn to add 2 to Diplomacy check.

Diplomacy 6+5+5=16: 1d10 + 4 + 1d6 + 2 + 2 ⇒ (7) + 4 + (5) + 2 + 2 = 20

Defeated.

End Turn: Reset Hand

Discard Fortified Breastplate to draw Pegasus from discard pile (Raz power).

Raz wrote:

Hand: Lance +1, Ebon Thorn, Ring of Rat Fangs, Pegasus,

Displayed:
Deck: 7 Discard: 9 Buried: 2
Current Location: Mumia Lab
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: Hatchetbird, Riding Horse 2, Steel Ibis Lamellar, Lance of Jousting, Warhorse (UC), Blessing of Tsukiyo, Warhorse (Pal),
Discard Pile: Blessing of Iomedae, Weaponrack Backpack, Blessing of Gorum, Mass Cure, Blessing of Shax, Hand of the Honest Man, Frost Lance +2, Shieldsplitter Lance, Fortified Breastplate,
Buried Pile: Retriever (UC), Retriever (Pal),

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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (16)
Notes for Adowyn: used mat discard and 1HP; Nyctessa used BoM
Notes for Nyctessa: used 1 HP
Notes for Raz: Used reroll. Received Nyctessa's Ring of Rat Fangs.
Notes for Mavaro: Adowyn used a blessing
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Third Law(location close), Dance of the Dead displayed
Siege Deck 5-7 remain // ?=Elemental Arachnid
Mavaro - Location #1: Garden of Ossumentals 1-4 remain
Athnul - Location #2: Precious Mine 1-4, 5 (random) remain // 5=Random Item
Nyctessa - Location #3: Sepulcher of the Servant 1-7 remain // ?=Blessing of Bastet, ?=Rod of the Devoured Dawn(W5)
Adowyn - Location #4: Vizier's Hill 1-5 remain
Raz - Location #5: Mumia Lab 1-8 remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory 1-5 remain // ?=Speak with Dead, ?= Black Spider Marsh Venom


deck handler

Out of Turn Updates: On Adowyn's turn, discard Sign of the Pack
On Nyctessa, Sandstorm moved Mavaro to #1: Garden of Ossumentals
Turn Order: Athnul, Raz, Mavaro, Adowyn, Nyctessa,
Turn: Turn 18: Blessing of the Ancients
SOT:
Recharge Wand of Flying to reload Blessing of the Elements and shuffle
(Constitution = Knowledge due to reloaded Blessing of the Elements)
Reveal Spellbook for +1d4, Chronicler for +1d6
Constitution DC4: 1d8 + 4 + 1d4 + 1d6 + 1d4 ⇒ (8) + 4 + (4) + (2) + (2) = 20 ==> Success

Give Card: Nil
Move: Stay at #1: Garden of Ossumentals
Explore:

#5: 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.

Oh no!
BYA: Take 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
Discard Sign of the Lantern Bearer, Binder's Tome, Spellbook,Chronicler
Banish top 4 cards of Location #1: Garden of Ossumentals ==> Closed
Banish top 4 cards of Location #6: Alchemical Laboratory
Suffer Curse of the Sphinx

(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; power for +1d6+5
Combat DC17: 1d8 + 4 + 1d8 + 1 + 1d6 + 5 ⇒ (8) + 4 + (2) + 1 + (1) + 5 = 21 ==> Defeated
Banish Curse of the Sphinx

End Turn: Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Blessing of the Elements, Sign of the Stranger, Sign of the Mother, Restorative Touch (Core), Pyrokinesis, Sign of the Rider,

Top Card: Cleric of Nethys Displayed:
Deck: 9 Discard: 5 Buried: 0
Current Location: #5: Mumia Lab
Hero Points: 5
Tier.XP: 5.1
Reroll Avail: Yes
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: Cleric of Nethys,
Middle of Deck (Unknown Order): Armor of the Sands, Wayfinder, Object Reading, Blessing of the Lady of Graves, Kinetic Blast, Call Spirit, Wand of Flying, Bird Feather Tokens
Recharged:
Discard Pile: Sign of the Pack, Sign of the Lantern Bearer, Binder's Tome, Spellbook, Chronicler,
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):
Charisma
Diplomacy
Divine
Knowledge

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)
Notes for Adowyn: used mat discard and 1HP; Nyctessa used BoM
Notes for Nyctessa: used 1 HP
Notes for Raz: Used reroll. Received Nyctessa's Ring of Rat Fangs.
Notes for Mavaro: Adowyn used a blessing
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Third Law(location close), Dance of the Dead displayed
Siege Deck 6-7 remain
Mavaro - Location #1: Garden of Ossumentals CLOSED
Athnul - Location #2: Precious Mine 1-4, 5 (random) remain // 5=Random Item
Nyctessa - Location #3: Sepulcher of the Servant 1-7 remain // ?=Blessing of Bastet, ?=Rod of the Devoured Dawn(W5)
Adowyn - Location #4: Vizier's Hill 1-5 remain
Raz - Location #5: Mumia Lab 1-8 remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory 5 remain


deck handler

Sorry my post is wrong. Raz pointed out that Mavaro takes another 1 Cold damage when #1: Garden of Ossumentals closes. This means he would have handwiped, so there's no point in him encountering the Elemental Arachnid. Raz will charge in to encounter it instead.


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

Raz will force Mavaro to evade the Elemental Arachnid by burying Pegasus. Now, Raz will encounter the 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 will discrad Lance +1, Ebon Thorn and Ring of Rat Fangs for 1 Acid damage, 1 Cold damage, and 1 Electricity damage. No cards in hand. Banish 4 cards from Garden of Ossumentals, Mumia Lab, and Alchemical Laboratory. Garden of Ossumentals is closed. Take 1 Cold damage (empty hand though). Banish 1 more card from Mumia Lab and Alchemical Laboratory. Alchemical Laboratory is closed. Suffer Curse of the Sphinx.

For combat, Raz will punch the Elemental Arachnid for Melee. Ask Athnul for Blessing of Gorum to bless check twice. Discard top card of card to add 1d6+2 to check. Hatchetbird so recharged instead.

Combat 17: 3d8 + 4 + 1d6 + 2 ⇒ (6, 2, 1) + 4 + (3) + 2 = 18

Elemental Arachnid is defeated.

Raz wrote:

Hand:

Displayed:
Deck: 7 Discard: 12 Buried: 3
Current Location: Garden of Ossumentals
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): 0
Recharged: Riding Horse 2, Steel Ibis Lamellar, Lance of Jousting, Warhorse (UC), Blessing of Tsukiyo, Warhorse (Pal), Hatchetbird,
Discard Pile: Blessing of Iomedae, Weaponrack Backpack, Blessing of Gorum, Mass Cure, Blessing of Shax, Hand of the Honest Man, Frost Lance +2, Shieldsplitter Lance, Fortified Breastplate, Lance +1, Ebon Thorn, Ring of Rat Fangs,
Buried Pile: Retriever (UC), Retriever (Pal), Pegasus,

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

Mavaro will end his turn after Raz's encounter with the Elemental Arachnid.

End Turn: Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Binder's Tome, Spellbook, Chronicler, Sign of the Lantern Bearer, Blessing of the Elements, Object Reading,

Top Card: Kinetic Blast Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: #1: Garden of Ossumentals
Hero Points: 5
Tier.XP: 5.1
Reroll Avail: Yes
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: Kinetic Blast,
Middle of Deck (Unknown Order): Sign of the Rider, Call Spirit, Sign of the Mother, Wand of Flying, Wayfinder, Blessing of the Lady of Graves, Restorative Touch (Core), Sign of the Stranger, Pyrokinesis, Armor of the Sands, Cleric of Nethys, Bird Feather Tokens
Recharged:
Discard Pile: Sign of the Pack,
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):
Intelligence
Arcane
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 (16)
Notes for Adowyn: used mat discard and 1HP; Nyctessa used BoM
Notes for Nyctessa: used 1 HP
Notes for Raz: Used reroll. Received Nyctessa's Ring of Rat Fangs. Curse of the Sphinx
Random Card(s) Used: Ally 1
Additional Info 1: Acid, Electricity, Fire bad
Additional Info 2: Third Law(location close), Dance of the Dead displayed
Siege Deck 6-7 remain
Mavaro, Raz - Location #1: Garden of Ossumentals CLOSED
Athnul - Location #2: Precious Mine 1-4, 5 (random) remain // 5=Random Item
Nyctessa - Location #3: Sepulcher of the Servant 1-7 remain // ?=Blessing of Bastet, ?=Rod of the Devoured Dawn(W5)
Adowyn - Location #4: Vizier's Hill 1-5 remain
Location #5: Mumia Lab 6-8 remain // (Create Mindscape displayed)
Location #6: Alchemical Laboratory CLOSED // (3 random Alchemical items)


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

Out of Turn Updates: Nyctessa used Blessing of Milani
Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn

Hour: 19 - Hourglass Card 3 Adowyn/Zalarian Blessing of the Elements
SOT:

Leryn will examine top card of location (Vizier's Hill Card 1: Djinn Favor Amulet)
Give Card: None

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:
Siege Deck Card 6: Plague Zombie
Siege Deck Card 7: Ubashki Swarm TRIGGER

It looks like if I don't make stealth check, must encounter copy of card and not encounter actual card. I am unable to make Stealth check.
Untrained Skill Check Stealth DC 6: 1d4 + 0 ⇒ (4) + 0 = 4 No Success

Hawkmoon Bow Combat Check DC 8/10: 1d10 + 2d6 + 7 ⇒ (7) + (5, 5) + 7 = 24 1st check auto successful
Hawkmoon Bow Combat Check DC 8/10: 1d10 + 2d6 + 7 ⇒ (6) + (2, 6) + 7 = 21 auto successful Monster defeated
After defeating, examining the top card of my deck (Oathbow); can/will draw it if animal
I defeated an undead but not on my exploration so no boon is added

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.

Will keep order of banes the same after examines and trigger

Move: Stay a Vizier's
Location Powers: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
Explore: Siege Deck Card 6: Plague Zombie

1st explore so extra die is added
Hawkmoon Bow Combat Check DC 11: 1d10 + 2d6 + 7 + 1d10 ⇒ (10) + (5, 1) + 7 + (1) = 24 Monster Auto defeated defeated
After defeating, examining the top card of my deck (Thorn Bow); can/will draw it if animal
Since I defeated undead, an item is shuffled
Random location with Item: 1d4 ⇒ 1 item shuffled into precious mine

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.

Since I defeated an undead, get to explore; this is my second explore so no extra die

Hawkmoon Bow Combat Check DC 8/10: 1d10 + 2d6 + 7 ⇒ (8) + (1, 4) + 7 = 20 Auto 1st success
Hawkmoon Bow Combat Check DC 8/10: 1d10 + 2d6 + 7 ⇒ (9) + (3, 1) + 7 = 20 Monster Auto defeated
After defeating, examining the top card of my deck (Thorn bow); can/will draw it if animal
Random location with Item: 1d4 ⇒ 3 item shuffled into Vizier's Hill

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.

2 items shuffled from encountering the undead and Siege Deck is emptied

Grand Lodge

Your heart still threatens to leap up your throat, and the claw marks on your cheek sear where the desert wind slices into them, but you managed to fend off the divs’ ambush. As your blades cut into them again and again, the shiras snarled words that now weigh on you like a boulder. “You may kill us,” they growled, “but you’ll never stop Lord Ahriman’s plans!”

You’re no expert, but you have certainly heard of Ahriman, Lord of All Divs. The darkest of the genies wants nothing more than to tear down all life and civilisation. If the usij cultists are crowing about him, there’s no telling what their end goals might be, or how these ruins factor in.

You’ve got to get inside the sky pyramid before it’s too late!

SUCCESS!

Scenario Rewards: The party gets all boons remaining in location decks.
Each character chooses armor or blessing and adds a card of that type from the game box to the cards acquired during this scenario.
Adventure Card Guild characters may choose a bonus deck upgrade.

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

Potential Upgrades (without character choices as per above):

  • Bal Themm (Ally 2)
  • Reed Moccasin (Ally 3)
  • Crocodile Skin Madu (Armor B)
  • Portable Sarcophagus (Armor P)
  • Crocodile Skin Lamellar (Armor B)
  • Blessing of the Ancients (Blessing B)
  • Blessing of the Elements (Blessing B)
  • Blessing of Bastet (Blessing C)
  • Scroll of Thoth (Item 1)
  • Staff of Minor Healing (Item 1)
  • Black Marsh Spider Venom (Item 2)
  • Djinn Favor Amulet (Item 1)
  • Sandstorm Dust (Item 4)
  • Smoke Stick (Item 1)
  • Burglar's Bracers (Item C)
  • Sunrod (Item 4)
  • Knot of Isis (Item 3)
  • Chest of Keeping (Item 5)
  • Mummify Self (Spell P)
  • Whip of Centipedes (Spell 4)
  • Rod of the Devoured Dawn (Weapon 5)
  • Hunga Munga (Weapon B)
  • Fire Lance (Weapon B)
  • Corrosive Dagger +1 (Weapon B)

    To the Discussion thread!

  • Grand Lodge

    3-5C: Mnesoset's Mindscape

    The acrid scent of your burning torch fills your nose as you climb over the perilous piles of collapsed stone filling this once-grand room. It was not so long ago, you think, that these halls were a magnificent centrepiece of ancient Osirian life. In fact, it was only weeks ago that this place was intact at all, since the ruins were still whole when you entered them with the Aspis traitors.

    Slowly, painstakingly, you recreate your path through the pyramid’s atrium. Finally, you reach the secret door through which the Aspis disappeared before the ruins came tumbling down.

    But as you descend down the tunnel beyond the trap door, torch thrust boldly before you, the spinel sage jewel around your neck begins to pulse. Its pink gem glows and becomes hot to the touch— so hot you shove your scarf between it and your skin.

    The bit of the Spinel Sage’s life force embedded in this gem is clearly excited about descending into the skypyramid, but you also perceive something more; something sinister. Is the jewel frightened about what you might find?

    The feeling becomes overwhelming as you reach toward the rune-covered door at the end of the tunnel. Suddenly, your world explodes in a cacophony of flashing, shrieking light. When the beaming stops, you see the silhouettes of several sultry forms surrounding a massive, spine-faced beast. Floating above the chaos is the shimmering form of the Osirian woman you recognise as Mnesoset herself, the Spinel Sage.

    “Friends!” Mnesoset pleads. “The way forward is not safe, but turning back might mean the end of all life we know! Please, if you let me, I can help you end these beasts. You must advance through the door!”

    Wilfully allowing the spirit of a millennia-old sage to possess you might not be the smartest thing you’ve ever done, but looking at the divs boring down on you, it sure seems like the right call now.

    Grand Lodge

    Mysterious GM roll: 1d5 ⇒ 2

    Athnul:
    You are possessed by the spirit of an ancient sage embedded in a powerful jewel.
    MNESOSET SPINEL SAGE

    POWERS

  • HAND SIZE: 8
  • PROFICIENT WITH: Light Armors Heavy Weapons Armors

    Your Knowledge skill is Intelligence: +3 or your current Knowledge skill.
    Your Perception skill is Wisdom: +3 or your current Perception skill.

    At the start of your turn or when your location deck is shuffled, you may examine the top and bottom cards of your location deck.

    You may recharge a card to ignore a power that happens when you examine a card.

    For your combat check, you may discard a card or recharge an item to use your Arcane or Divine skill + 2d8 and add the Attack, Bludgeoning, and Magic traits. This counts as playing a spell.

    When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.

    At the end of the scenario, or if your character dies, replace this role card with your own.

  • 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 building the location decks, shuffle a barrier into each location.

    At the start of the scenario, Athnul (determined randomly) must replace their role card with the role card Mnesoset.

    If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.

    At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.

    At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck.

    To win the scenario, close all of the locations.

    Additional Rules:

    Pairaka:

    None Henchman 2
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

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

    Scenario Level (#): 5

    Turn: 0, 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:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Spoiler:
    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
    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:
    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.

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

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

    Spoiler:
    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.

    Weapons
    Spoiler:
    Fire Lance
    MM
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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

    Spoiler:
    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:
    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:
    Returning Throwing Axe +1
    MM
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.

    Spells
    Spoiler:
    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:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a 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.

    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:
    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.

    Armors
    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:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

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

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

    Spoiler:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

    Spoiler:
    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.

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 1 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 2 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 2 Olenjack/ajpopp
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 3 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 4 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 4 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.
    Hourglass Card 5 Mavaro/kuey:
    Spoiler:
    Hourglass Card 5 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 6 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 6 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 7 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 7 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 8 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 8 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 9 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 9 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 10 Mavaro/kuey:
    Spoiler:
    Hourglass Card 10 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 11 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 11 Adowyn/Zalarian
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Hourglass Card 12 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 12 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 13 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 13 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 14 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Raz/MauveAvengr
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Mavaro/kuey:
    Spoiler:
    Hourglass Card 15 Mavaro/kuey
    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.
    Hourglass Card 16 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 16 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 17 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 17 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 18 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 18 Athnul/Mhuirich
    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 19 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 19 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 20 Mavaro/kuey:
    Spoiler:
    Hourglass Card 20 Mavaro/kuey
    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 21 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 21 Adowyn/Zalarian
    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 22 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 22 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 23 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 23 Athnul/Mhuirich
    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 24 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 24 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 25 Mavaro/kuey:
    Spoiler:
    Hourglass Card 25 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 26 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 26 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 27 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 27 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 28 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 28 Athnul/Mhuirich
    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 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 29 Raz/MauveAvengr
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Hourglass Card 30 Mavaro/kuey:
    Spoiler:
    Hourglass Card 30 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: Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Mavaro/kuey, Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, None

    Location #2: Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 3 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #3: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Garden of Ossumentals
    At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you are dealt 1 Cold damage.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #7: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #8: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None


    deck handler

    Mavaro starts at #3: Guardian Vault

    Select Weapon as Favourite Card

    At Sunburst Trader, exchange Wand of Detect Magic for Blessing of the Elements

    "

    Mavaro wrote:

    Hand: The Missing Eye, Kinetic Blast, Restorative Touch (Core), Armor of the Sands, Spellbook, Cleric of Nethys, Chronicler, Blessing of the Elements,

    Top Card: Sign of the Rider Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: #3: Guardian Vault
    Hero Points: 5
    Tier.XP: 5.2
    Reroll Avail: Yes
    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): Binder's Tome, Wayfinder, Wand of Flying, Call Spirit, Pyrokinesis, Create Mindscape, Object Reading, Sign of the Lantern Bearer, Sign of the Stranger, Bird Feather Tokens, Sign of the Patriarch, Sign of the Bridge
    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):
    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

    Raz will start at the Five-Pointed Sun.

    Raz upgraded a Lance +1 to a Frost Lance +2.

    Raz will go to the Ghoul Market for armor

    Raz wrote:

    Hand: Shieldsplitter Lance, Frost Lance +2, Retriever (UC), Warhorse (Pal),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Five-Pointed Sun
    Hero Points: 9
    Paizo Reroll: Not 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): Blessing of Gorum, Blessing of Tsukiyo, Retriever (Pal), Hand of the Honest Man, Blessing of Iomedae, Blessing of Shax, Fortified Breastplate, Ebon Thorn, Warhorse (UC), Pegasus, Riding Horse 2, Weaponrack Backpack, Lance of Jousting, Hatchetbird, Steel Ibis Lamellar, Mass Cure
    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.

    Grand Lodge

    The Ghoul Market calls to Raz...

    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.

    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.

    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.

    Grand Lodge

    Adowyn reminisces on a recent haggle with a trader in Katapesh that went her way. With a start, she remembers the incident and checks her pockets!

    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.

    Chest of Keeping:

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

    Ring of Stony Flesh:

    MM Item 5
    Traits: Accessory Magic
    To Acquire: Strength Melee 10 OR Constitution Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check. Put this card on top of your deck to add 1 die to your Constitution non-combat check. Put this card on top of your deck to reduce all damage dealt to you by 2.

    Grand Lodge

    Athnul considers sending the feather token given to her by the strange old man from the Auction House with a request for assistance. A moment later, Mnesoset considers the same notion.

    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.

    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.

    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.


    Female Nyctessa's Deck Necromancer 7

    Nyctessa will start at Chisisek's Tomb.

    Sunburst Market, hand over Staffbearer, get Key of the Second Vault.

    Nyctessa wrote:

    Hand: Spellbook, Blessing of Sivanah, Hungering Staff, Black Dagger Chemist, Channel the Gift, Wand of Flying, Blessing of the Seventh Veil, Acid Rain,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Chisisek's Tomb
    Hero Points: 4
    Dice Re-Roll Used for 3-5C?: 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.


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

    Adowyn - 3-5C: Mnesoset's Mindscape
    Loot
    Swapping out Sedja for Khai Utef
    Swapping out Efficient Quiver for Scarab of Mummy Defense
    Swapping out Archer's Bracers for Mythopoeic Sphinx
    Traders Falsin Deek - Award reduces cost by 1; Putting Mythopoeic Sphinx in box and putting Ring of Stony Flesh in to deck
    Starting Location - Same Location as Athnul
    Starting Hand - Favored Card Ally
    Will display Leryn on Turn 1 right after Timer Blessing is flipped and SOT is resolved

    "

    Adowyn wrote:

    Hand: w2Allying Hand Crossbow +2, 1 BotGreenFaith, Cape of Wasps, w3Oathbow, 1 BoMilani, Blessing of Nivi Rhombodazzle, Hatchetbird,

    Displayed: Leryn,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Blessings available if have any
    If Thorn bow is in hand and I have another weapon then it can be reloaded for distant combat

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w1Hawkmoon Bow, Thorn Bow, Blessing of Horus, Fox, Draughtcap Fungus, s1Aspect of the Bull, Dryad Sandals, Snow Leopard, S2Major Cure, Khai-Utef, Ring of Stony Flesh, Scarab of Mummy Defense, BoAchaekek, Reed Snake Armor
    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.

    "


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

    With flashbacks of the elemental spider, Raz thinks picking up an armor that can resist all damage may be useful.

    Raz will trade Mountain Pattern Armor for Silken Ceremonial Armor.
    Trade wont affect her posted hand nor starting location.


    STR d6 (Melee +2) | DEX d6 | CON d10 (Fortitude + 2) | INT d4 (Knowledge +3) | WIS d10 +4 (Perception +3) | CHA d6 Deck Handler

    Mnesoset beckons to Ausetitha to follow. "Come, spirit, and attend, for tonight the world is at stake!"

    Hatchetbird is returned to the box for Ausetitha. Mnesoset heads to the location that has the most characters, or the Altar of Riddles if someone is there and everyone is at different location, or Chisisek's Tomb otherwise.

    Mnesoset wrote:

    Hand: Rogue Ape, Mighty Steed, Amulet of Furious Fists, Blessing of Angradd, Blessing of Cayden Cailean, Minotaur Mercenary, Gem of Physical Prowess, Crown of Swords,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 3
    Used re-roll: No

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Viking Shieldmaster, Blessing of Gorum (2), Blessing of Lamashtu, Blessing of Gorum, Blessing of Milani, Ausetitha (trader), Evangelist, Grappler's Mask, Blessing of Shizuru, Steal Soul, Ascetic's Belt, Blessing of the Lord in Iron, Amulet of Fiery Fists
    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: Spinel Sage
    Favored Card: Blessing

    POWERS:
    Hand Size: 8
    PROFICIENT WITH: Light Armors Heavy Armors Weapons
    Your Knowledge skill is Intelligence: +3 or your current Knowledge skill. Your Perception skill is Wisdom: +3 or your current Perception skill.
    At the start of your turn or when your location deck is shuffled, you may examine the top and bottom cards of your location deck.

    You may recharge a card to ignore a power that happens when you examine a card.
    For your combat check, you may discard a card or recharge an item to use your Arcane or Divine skill + 2d8 and add the Attack, Bludgeoning, and Magic traits. This counts as playing a spell.
    When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
    At the end of the scenario, or if your character dies, replace this role card with your own.

    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 building the location decks, shuffle a barrier into each location.

    At the start of the scenario, Athnul (determined randomly) must replace their role card with the role card Mnesoset.

    If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.

    At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.

    At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck.

    To win the scenario, close all of the locations.

    Additional Rules:

    Pairaka:

    None Henchman 2
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

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

    Scenario Level (#): 5

    Turn: 1, 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:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.

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

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

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

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

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

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

    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:
    Sands of Time
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    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:
    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:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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

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

    Items
    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.

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

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

    Spoiler:
    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.

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

    Spoiler:
    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 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.

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

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

    Spoiler:
    Blessing of 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 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: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 1 Athnul/Mhuirich
    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 2 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 2 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 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 Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 5 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 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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 10 Olenjack/ajpopp
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Hourglass Card 11 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 11 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 12 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 12 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 13 Mavaro/kuey:
    Spoiler:
    Hourglass Card 13 Mavaro/kuey
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 14 Adowyn/Zalarian
    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.
    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 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 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 18 Mavaro/kuey:
    Spoiler:
    Hourglass Card 18 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 19 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 19 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 20 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 20 Olenjack/ajpopp
    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 21 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 21 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 22 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Raz/MauveAvengr
    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 23 Mavaro/kuey:
    Spoiler:
    Hourglass Card 23 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.
    Hourglass Card 24 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 24 Adowyn/Zalarian
    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 25 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 25 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 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 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 28 Mavaro/kuey:
    Spoiler:
    Hourglass Card 28 Mavaro/kuey
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Hourglass Card 29 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 29 Adowyn/Zalarian
    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: Five-Pointed Sun
    At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
    When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

    Five-Pointed Sun Card 1:
    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.
    Five-Pointed Sun Card 2:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M: 0 Ba: 3 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Garden of Symmetry Card 1:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.
    Garden of Symmetry Card 2:
    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.
    Garden of Symmetry Card 3:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Garden of Symmetry Card 4:
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 5:
    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.
    Garden of Symmetry 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.
    Garden of Symmetry Card 7:
    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.
    Garden of Symmetry Card 8:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Garden of Symmetry Card 9:
    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.
    Garden of Symmetry Card 10:
    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.
    Garden of Symmetry Card 11:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Location #3: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/kuey, None
    Guardian Vault Card 1:
    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.
    Guardian Vault Card 2:
    Tarworks Master
    MM
    Ally B
    Traits:
    Dwarf
    To Acquire:
    Craft
    Charisma
    Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.
    Guardian Vault Card 3:
    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.
    Guardian Vault Card 4:
    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.
    Guardian Vault Card 5:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Guardian Vault Card 6:
    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.
    Guardian Vault Card 7:
    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.
    Guardian Vault Card 8:
    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.
    Guardian Vault Card 9:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Guardian Vault Card 10:
    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.
    Guardian Vault Card 11:
    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.

    Location #4: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Sculptors Lair Card 1:
    Blast Glyph
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    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.
    Sculptors Lair Card 4:
    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.
    Sculptors Lair Card 5:
    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.
    Sculptors Lair Card 6:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.
    Sculptors Lair Card 7:
    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Sculptors Lair Card 8:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 9:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sculptors Lair Card 10:
    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.
    Sculptors Lair Card 11:
    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.

    Location #5: Garden of Ossumentals
    At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
    When Closing: Succeed at a Wisdom or Divine 9 check.
    When Permanently Closed: On closing, you are dealt 1 Cold damage.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Garden of Ossumentals 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.
    Garden of Ossumentals Card 2:
    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.
    Garden of Ossumentals Card 3:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Garden of Ossumentals 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.
    Garden of Ossumentals Card 5:
    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.
    Garden of Ossumentals Card 6:
    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.
    Garden of Ossumentals Card 7:
    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.
    Garden of Ossumentals Card 8:
    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.
    Garden of Ossumentals Card 9:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Garden of Ossumentals Card 10:
    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.
    Garden of Ossumentals Card 11:
    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.

    Location #6: Altar of Riddles
    At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
    When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Altar of Riddles Card 1:
    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.
    Altar of Riddles Card 2:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Altar of Riddles Card 3:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
    Altar of Riddles Card 4:
    Ring of the Godless
    MM
    Item B
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.
    Altar of Riddles Card 5:
    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.
    Altar of Riddles Card 6:
    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.
    Altar of Riddles Card 7:
    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.
    Altar of Riddles Card 8:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Altar of Riddles Card 9:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Altar of Riddles Card 10:
    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.
    Altar of Riddles Card 11:
    Meehr Zet
    MM
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling
    To Acquire:
    Charisma
    Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Location #7: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, None
    Chisisek's Tomb Card 1:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Chisisek's Tomb Card 2:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Chisisek's Tomb 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.
    Chisisek's Tomb Card 4:
    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.
    Chisisek's Tomb Card 5:
    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.
    Chisisek's Tomb Card 6:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Chisisek's Tomb Card 7:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Chisisek's Tomb Card 8:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Chisisek's Tomb Card 9:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Chisisek's Tomb Card 10:
    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.
    Chisisek's Tomb Card 11:
    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.

    Location #8: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Great Library of Tephu Card 1:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Great Library of Tephu Card 2:
    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.
    Great Library of Tephu Card 3:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Great Library of Tephu Card 4:
    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.
    Great Library of Tephu Card 5:
    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.
    Great Library of Tephu Card 6:
    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Great Library of Tephu Card 7:
    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.
    Great Library of Tephu Card 8:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
    Great Library of Tephu Card 9:
    Miau Pakhet
    MM
    Ally P
    Traits:
    Catfolk
    Bard
    Gambling
    To Acquire:
    CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.
    Great Library of Tephu Card 10:
    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.
    Great Library of Tephu Card 11:
    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.

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