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

Game Master dinketry

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


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

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz
Out of Turn Updates: Discard Blessing of Nethys for Raz. Curse lifted by Mavaro, thanks!
Turn: 23 - 0 / Blessing of Thoth

At: #6: Sculptors Lair
At This Location: Closed.

SOT: Reveal Pious Healer to heal: 1d4 + 2 ⇒ (4) + 2 = 6: (Blessing of Nethys, Blessing of Shizuru, Mighty Steed, Druid of the Storm, Ring of the Grasping Grave, Hatchetbird). Deck shuffled, discard Pious Healer.

Give Card: No
Move: #3: Sky Pharaoh's Throne
At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
When you are dealt damage that is not reduced, bury 1 random card from your discard pile.

Can't acquire the bow and can't defeat the barrier, so no explore. EOT damage: 1d4 ⇒ 3 1d6 ⇒ 1 Acid. Reveal Pharaoh's Key, and bury Blessing of Gorum to reduce to 0.

Athnul wrote:

Hand: Pharaoh's Key (Loot), Belt of Physical Might, Cartouche of Protection (Loot), Ring of the Grasping Grave, Blessing of Asmodeus, Dragoon,

Displayed: Steal Soul,
Deck: 11 Discard: 3 Buried: 4
Hero Points: 4
Used re-roll: No
NOTES:
Available Support: Blessings available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Grappler's Mask, Amulet of Furious Fists, Blessing of Angradd, Nightwalker Isra, Headband of Inspired Wisdom, Blessing of Nethys, Mighty Steed, Druid of the Storm, Blessing of Shizuru, Blessing of the Lord in Iron, Hatchetbird
Recharged:
Discard Pile: Blessing of Achaekek, Blessing of Gorum (4), Pious Healer,
Buried Pile: Clockwork Dragonling, Blessing of the Oathkeeper, Blessing of the Lady of Graves, Blessing of Gorum (2),

Skills and Powers:
SKILLS
Strength d6 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☐ +2
Fortitude: Constitution +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Blessing
Role: Keen Strike Monk

POWERS:
Hand Size: 5 ☑ 6 ☐ 7
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 (20)
"Notes for Adowyn: reroll used
Notes for Nyctessa: Curse of the Mummy
Notes for Raz: Reroll Used; Curse of the Mummy Banished by Mavaro
Notes for Mavaro: Blessing of Horus given by Adowyn, Eagle Aerie displayed; Curse of the Mummy
Notes for Player 6: 2nd Law is active (Barriers)
Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
Additional Info 2: eot 1-2Acid3-4Elec5-6Fire 1d4dmg; bury blessing to reduce by 2 (see above)
Lexion of the Planes: Damage dealt to you is also dealt to a random other character at this location./When you would be dealt damage, you are dealt 1 Poison damage instead./During your encounter, if you are dealt damage that is not reduced by at least 1, banish the top card of your trophy stack.
"
Adoywn - Location #1: Crypt 2-6,1 remain // 1=Lightning Storm, ?=Curse of the Netheshuun (Henchman dispatched)
Location #2: Hall of Winged Chaos 3-6 remain // 3=Villain
Athnul - Location #3: Sky Pharaoh's Throne 1-2 remain // (Henchman dispatched), ?=Baited Jewel Box,?=Adowyn's Thorn bow#2
Nyctessa - Location #4: Hall of the Crocodile Kings 1-4 remain // (Henchman dispatched)
Mavaro - Location #5: Eternal Arena CLOSED
Raz - Location #6: Sculptors Lair CLOSED 4 remain
Location #7: Forgery of Ra 1-8 remain // 1: Usij Ghul - Henchman, ?: Khamsin Coat, ?: Bonestorm ?: Royal Naga


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

Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz
Out of Turn Updates: N/a
Turn: Turn 24 - Sun Falcon

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

Banish Sun Falcon. Draw random Blessing. Draw Blessing of the Elements. Hour is now Blessing of Thoth..

SOT: N/a
Give Card: N/a
Move: Move to Forgery of Ra

Explore: Usij Ghul

Usij Ghul:
Usij Ghul
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.

Damage Type: 1d6 ⇒ 2 All damage is Fire damage
Fire Damage: 1d4 ⇒ 2

Reveal Gravewatcher Chain Mail to reduce damage by 3. For combat, reveal Frost Lance +2 and Retriever to do Melee+1d8+2+1d8+2. Discard top card of deck to add 1d6+3. Discard Fortified Breastplate

Combat 25: 1d8 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 + 3 ⇒ (3) + 6 + (7) + 2 + (4) + 2 + (5) + 3 = 32

Defeated.

AYA Damage: 1d4 ⇒ 1

Reveal Gravewatcher Chain Mail to reduce damage by 3.

Discard Blessing of the Elements to explore again.

Explore 2: Steel Ibis Lamellar

Steel Ibis Lamellar:
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.

Use Diplomacy to acquire.

Diplomacy 9: 1d10 + 4 ⇒ (6) + 4 = 10

Acquired. Discard Retriever to explore again.

Explore 3: Sling Staff +2

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

Use Diplomacy to acquire. Discard top card of deck to add 1d6+3. Discard Ring of Stony Flesh.

Diplomacy 12: 1d10 + 4 + 1d6 + 3 ⇒ (9) + 4 + (6) + 3 = 22

End Turn: Reset Hand. Discard Steel Ibis Lamellar to draw Retriever from discard pile.

EOT Damage Type: 1d6 ⇒ 2 All damage is Fire damage.
EOT Damage: 1d4 ⇒ 2

Reveal Gravewatcher Chain Mail to reduce damage by 3.

Raz wrote:

Hand: Frost Lance +2 (Pal), Canopic Conversion, Gravewatcher Chain Mail, Retriever (Pal),

Displayed:
Deck: 7 Discard: 14 Buried: 4
Current Location: Forgery of Ra
Hero Points: 12
Paizo Reroll: 3-6D USED
NOTES:
Available Support: Can charge in
Blessings
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Warhorse (UC), Pegasus, Shieldsplitter Lance, Lance of Jousting, Riding Horse 2
Recharged: Warhorse (Pal),
Discard Pile: Ebon Thorn, Blessing of Tsukiyo, Frost Lance +2 (UC), Scarab of Ptah, Blessing of the Oathkeeper, Belt of Charging, Blessing of Shax, Stone Weasel, Mass Cure, Fortified Breastplate, Blessing of the Elements, Ring of Stony Flesh, Sling Staff, Steel Ibis Lamellar 1,
Buried Pile: Hatchetbird, Steel Ibis Lamellar, Blessing of the Inheritor, 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 (20)
"Notes for Adowyn: reroll used
Notes for Nyctessa: Curse of the Mummy
Notes for Raz: Reroll Used
Notes for Mavaro: Blessing of Horus given by Adowyn, Eagle Aerie displayed; Curse of the Mummy
Notes for Player 6: 2nd Law is active (Barriers)
Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
Additional Info 2: eot 1-2Acid3-4Elec5-6Fire 1d4dmg; bury blessing to reduce by 2 (see above)
Lexion of the Planes: Damage dealt to you is also dealt to a random other character at this location./When you would be dealt damage, you are dealt 1 Poison damage instead./During your encounter, if you are dealt damage that is not reduced by at least 1, banish the top card of your trophy stack.
"
Adoywn - Location #1: Crypt 1-6 remain // ?=Curse of the Netheshuun (Henchman dispatched); 6=Lightning Storm
Location #2: Hall of Winged Chaos 1-4 remain // 1=Villain
Athnul - Location #3: Sky Pharaoh's Throne 1-2 remain // (Henchman dispatched), ?=Baited Jewel Box,?=Adowyn's Thorn bow#2
Nyctessa - Location #4: Hall of the Crocodile Kings 1-4 remain // (Henchman dispatched)
Mavaro - Location #5: Eternal Arena CLOSED

Raz - Location #7: Forgery of Ra 1-8 remain // 1: Usij Ghul - Henchman, ?: Khamsin Coat, ?: Bonestorm ?: Royal Naga


deck handler

Out of Turn Updates:
On Adowyn's turn, receive Blessing of Horus
Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
Turn: Turn 25: Blessing of the Ancients
SOT: Nil
Give Card: Nil
Move: Move to #2: Hall of Winged Chaos
Explore:

#1: Ridaiya Possessed:

None
Villain 6
Type: Monster
Traits:
Alchemist
Human
To Defeat:
Combat 22
THEN Combat 26
OR Wisdom
Divine 17
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

Display Create Mindscape at #2: Hall of Winged Chaos
Will put encounter in spoiler for everyone else to guard.
Villain Encounter:

Recharge Rejuvenation to reload Blessing of the Elements and shuffle
(Dexterity = Knowledge due to reloaded Blessing of the Elements)
Create Mindscape for +1d4
Reveal Spellbook for +1d4
Discard Blessing of Horus to bless
BYA: Dexterity DC13: 1d8 + 4 + 1d4 + 1d4 + 1d8 ⇒ (8) + 4 + (4) + (2) + (4) = 22 ==> Success

(Strength = Knowledge due to reloaded Blessing of the Elements)
Reveal The Missing Eye for Str+1d8+1; Reveal for +1d6+6
Create Mindscape for +1d4
Discard Sign of the Lantern Bearer to bless
1st: Combat DC22: 1d8 + 4 + 1d8 + 1 + 1d6 + 6 + 1d4 + 1d8 ⇒ (2) + 4 + (1) + 1 + (2) + 6 + (3) + (1) = 20 Spend 1 Hero Point (7 to 6) to reroll
1st: Combat DC22: 1d8 + 4 + 1d8 + 1 + 1d6 + 6 + 1d4 + 1d8 ⇒ (4) + 4 + (6) + 1 + (3) + 6 + (4) + (6) = 34
Exceed Ridaiya’s check to defeat. Remove highest die value (6), i.e. result = 28 ==> Success

Reveal The Missing Eye for Str+1d8+1; Reveal for +1d6+6
Create Mindscape for +1d4
Discard Sign of the Rider to bless
2nd: Combat DC26: 1d8 + 4 + 1d8 + 1 + 1d6 + 6 + 1d4 + 1d8 ⇒ (2) + 4 + (5) + 1 + (6) + 6 + (4) + (2) = 30
Exceed Ridaiya’s check to defeat. Remove highest die value (6), i.e. result = 24, fail by 2
Put Kinetic Blast into Recovery for +2d4 ⇒ (3, 3) = 6
Total = 24+6 = 30 ==> Defeated!

Pending results from guard checks.


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

Raz will attempt to guard Forgery of Ra. Take some fire damage.

Fire Damage: 1d6 ⇒ 4

Reveal Gravewatcher Chain Mail to reduce damage by 3 then discard Canopic Conversion as 1 Fire damage. Location is guarded!


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

Adowyn attempts to close Crypts recharging blessing of the ancients

Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.

Divine Check DC 4+6=10: 1d8 + 5 + 1d8 ⇒ (2) + 5 + (6) = 13 Success


Female Nyctessa's Deck Necromancer 7

Nyctessa must summon and defeat Acid Pool. Int 15 to defeat. She puts Key of the Second Vault in recovery to auto-defeat Acid Pool.
Hall of the Crocodile Kings is guarded.

Grand Lodge

You thought yourself destined for the Boneyard once you saw the evil light in Merai’s possessed face. As the battle hit a crescendo, though, you thought of the tens of thousands of lives that would be lost should this sky pyramid slam into Sothis. This knowledge buoyed your swords and spells. Through gritted teeth, you did it — you defeated Ridaiya Merai, and with her you vanquished a spark of Ahriman himself!

That’s the good news. But in Osirion, every bounty has a disturbing consequence. Now comes an even greater challenge: the sky pyramid is still hurtling toward Sothis. It’s up to you to stop this beautiful city’s assured destruction!

SUCCESS!

Scenario Rewards:For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot Khepresh of Refuge. At the end of each scenario, return the loot to the game box.

Khepresh of Refuge:

Loot
Type: Armor
Traits: Light Armor Magic Gambling
To Acquire: None
Reveal this card to reduce damage dealt to you by 1, or 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor on this check. Recharge this card to reroll the dice on your check; take the new result.

Each character chooses a type of boon other than loot and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

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

Potential Upgrades (so far):

  • Druid of the Storm (Ally 2)
  • Mahga Threefingers (Ally B)
  • Stone Weasel (Ally B)
  • Crocodile Skin Lamellar (Armor B)
  • Steel Ibis Lamellar (Armor 4)
  • Steel Ibis Lamellar (Armor 4)
  • Shield Cloak (Armor 1)
  • Blessing of the Elements (Blessing B)
  • Blessing of the Lady of Graves (Blessing 5)
  • Blessing of Ra (Blessing C)
  • Healer's Kit (Item B)
  • Brilliance of Ra (Item B)
  • Ring of the Grasping Grave (Item 3)
  • Scarab of Ptah (Item 6)
  • Frost Staff (Item B)
  • Canopic Conversion (Spell 6)
  • Detect Undead (Spell 1)
  • Dancing Scimitar +2 (Weapon 6)
  • Flask Thrower (Weapon 2)
  • Sling Staff +2 (Weapon 6)

    To the Discussion thread!

  • Grand Lodge

    3-6E: Crashdown

    Now your Aspis Consortium nemesis—who also happened to be possessed with a fragment of the evil demigod Ahriman — lies defeated. Her maniacally destructive cronies are no more. You face only one more challenge, but it is the greatest one of all.

    The sky pyramid, a fantastic artefact and a window into the magic of a lost era, is now barreling on a downward aerial trajectory straight toward Sothis, the cosmopolitan capital of Osirion. And you’re the only one who has any hope of stopping it!

    You scramble toward the pyramid’s controls and desperately stare at their black-and-silver etched mechanisms. Without any real knowledge of the ancient Ushers of Oblivion, or how the mad div-worshipers might have built a magical system to highjack this flying wonder, you’re fairly lost. The controls are a strange mixture of sculpture and clockwork, and at their centre stands a two-foot tall statue of the same bestial horror you saw in the mural at the pyramid’s bottom — Ahriman, you assume.

    As you wildly fiddle with the controls to no effect, the statue of Ahriman begins to blaze with the same black, evil light you saw in Merai’s eyes. The spinel sage jewel begins to pulse wildly, and you sense Mnesoset’s fear deep in your bones. The voice of the sage breaks through the jewel and screams into your mind.

    “The power of Ahriman didn’t die with the cultists!” Mnesoset hisses. “It’s still here, and it’s aching to escape its cage. It wants to possess you next! It wants to use you to destroy Sothis!”

    With a grunt and a growl, you focus on aligning the control mechanisms. You feel the pyramid gradually losing velocity, but it’s not enough — and now a thousand pangs of searing black light assault your vision as the power of Ahriman knocks on your psyche.

    “You have proven yourselves worthy,” an acidic voice burns into your brains. “I have cast aside my former thralls, and now take your souls into my graces. What a fortune you have gained.”

    You can’t give in. You can’t allow the Lord of all Divs to control you, and you can’t let this pyramid stay its course. Sothis is depending on you!

    Grand Lodge

    During This Adventure: The scourge die is 1d10.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

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

    Scenario Level (#): 6

    Turn: 0 (Adowyn will start)

    Scourge Table:

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

    Random Cards:

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

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

    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:
    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:
    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.

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

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

    Spoiler:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Spoiler:
    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.

    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.

    Allies
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of 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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 1 Adowyn/Zalarian
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 2 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 2 Olenjack/ajpopp
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 3 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 3 Athnul/Mhuirich
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 4 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 5 Mavaro/kuey:
    Spoiler:
    Hourglass Card 5 Mavaro/kuey
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 6 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 6 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 7 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 7 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 8 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 8 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 9 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Raz/MauveAvengr
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 10 Mavaro/kuey:
    Spoiler:
    Hourglass Card 10 Mavaro/kuey
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 11 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 11 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 12 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 12 Olenjack/ajpopp
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 13 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 13 Athnul/Mhuirich
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 14 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Raz/MauveAvengr
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 15 Mavaro/kuey:
    Spoiler:
    Hourglass Card 15 Mavaro/kuey
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 16 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 16 Adowyn/Zalarian
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 17 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 17 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 18 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 18 Athnul/Mhuirich
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 19 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 19 Raz/MauveAvengr
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 20 Mavaro/kuey:
    Spoiler:
    Hourglass Card 20 Mavaro/kuey
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 21 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 21 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 22 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 22 Olenjack/ajpopp
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 23 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 23 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 24 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 24 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 25 Mavaro/kuey:
    Spoiler:
    Hourglass Card 25 Mavaro/kuey
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 26 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 26 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 27 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 27 Olenjack/ajpopp
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 28 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 28 Athnul/Mhuirich
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 29 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 29 Raz/MauveAvengr
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 30 Mavaro/kuey:
    Spoiler:
    Hourglass Card 30 Mavaro/kuey
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 6 Ba: 9 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 6 ?: 6
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, None


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

    Adowyn - 3-6E: Crashdown
    Loot
    Swapping out Sedja for Khai Utef
    Swapping out Efficient Quiver for Hand of the Honest Man
    Swapping out Seek Quarry for Remove Curse
    Traders Ghoul Market (Armor)
    Starting Location - Same Location as Mavaro
    Starting Hand - Favored Card Ally
    Will display Leryn on Turn 1 right after Timer Blessing is flipped and SOT is resolved

    "

    Adowyn wrote:

    Hand: Blessing of the Savored Sting, Draughtcap Fungus, Vampire Squid, Hand of the Honest Man, Remove Curse, w1Hawkmoon Bow, Blessing of Achaekek, w3Thorn Bow,

    Displayed: Leryn,
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 3
    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
    If I have animal in hand, I can recharge to move and then discard a card for character to evade
    Shadowcat if available can be used to add my Survival to any combat check (d8+4)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archer's Bracers, Reed Snake Armor, Shadowcat, Blessing of Milani, S2Major Cure, Aspect of the Tiger, w4Chakram of Ruin, Snow Leopard, w2Allying Hand Crossbow +2, Dryad Sandals, Blessing of the Everbloom, Blessing of Horus, Khai-Utef, Pteranodon
    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 ☑ 8
    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.

    Undead Slayer
    Spoiler:
    Year of Rotting Ruin Reward #4 5/30/2020 from 12789-1011 ☑☐☐ Undead Slayer: On your check against an Undead bane, check a box that precedes this reward to add 1d6.

    "


    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 Oblivion's Bridge.

    Upgrade Blessing of Tsukiyo to Blessing of Gozreh and Lance of Jousting into Sunsword

    Any traders? Will go to the Ghoul Market for armors.

    Raz wrote:

    Hand: Shieldsplitter Lance, Pegasus, Ebon Thorn, Retriever (Pal),

    Displayed:
    Deck: 18 Discard: 0 Buried: 0
    Current Location: Oblivion's Bridge
    Hero Points: 13
    Paizo Reroll: 3-6E USED
    NOTES:
    Available Support: Can charge in
    Blessings
    Other: Hi I'm Raz! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Belt of Charging, Blessing of Shax, Frost Lance +2 (Pal), Sunword, Retriever (UC), Warhorse (Pal), Riding Horse 2, Warhorse (UC), Frost Lance +2 (UC), Blessing of the Oathkeeper, Impervious Fortress Plate, Hatchetbird, Mass Cure, Ring of Stony Flesh, Fortified Breastplate, Blessing of the Inheritor, Blessing of Gozreh
    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.


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

    Hand: Blessing of the Lord in Iron, Hatchetbird, Belt of Physical Might, Blessing of Nethys, Amulet of Furious Fists, Blessing of Abadar,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 5
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum (4), Ring of Energy Resistance, Pious Healer, Dragoon, Blessing of Angradd, Pharaoh's Key (Loot), Blessing of Asmodeus, Blessing of Shizuru, Steal Soul, Cartouche of Protection (Loot), Blessing of Achaekek, Nightwalker Isra, Blessing of the Oathkeeper, Clockwork Dragonling, Headband of Inspired Wisdom, Mighty Steed
    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

    Favored Card: Blessing
    Role: Keen Strike Monk

    POWERS:
    Hand Size: 5 ☑ 6 ☐ 7
    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.


    deck handler

    Mavaro will select Weapons as his Favored Card.

    I see that this scenario has only 1 location. How does that work with Carpet of Flying, which after evading a bane, it moves all local characters to another location? It would seem the evasion power can't be used at all, which is really a waste that I picked up this Item 6 for the last scenario. At least the damage reduction power might be of some use. Sigh.

    Drew Eagle Aerie. Will display at first SoT.

    "

    Mavaro wrote:

    Hand: The Missing Eye, Call Spirit, Carpet of Flying, Binder's Tome, Spellbook, Sign of the Lantern Bearer, Sign of the Patriarch,

    Top Card: Blessing of the Elements Displayed: Eagle Aerie,
    Deck: 14 Discard: 0 Buried: 0
    Current Location: #1: Oblivion's Bridge
    Hero Points: 7
    Tier.XP: 6.4
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
    Call Spirit: +1d4, or +1d6 Perception
    Binder's Tome: +1d4 Combat or Cha (Mental)
    Carpet of Flying:Reduce Fire or Elect damage by 2
    Other: Boon: freely play a blessing (1/3) PLEASE USE!

    Deck, Discard, Buried:

    Reloaded: Blessing of the Elements,
    Middle of Deck (Unknown Order): Wayfinder, Bird Feather Tokens, Chronicler, Sign of the Rider, Sign of the Stranger, Bewilder, Kinetic Blast, Elemental Brass Mail, Cleric of Nethys, Lexicon of the Planes, Sign of the Bridge, Rejuvenation, Create Mindscape
    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
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma

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

    "


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

    This looks fine to me..it is evade and then move not move and then evade..and even then I think cards that allow move and explore also work such as hatchetbird.


    Female Nyctessa's Deck Necromancer 7

    Well, I guess Nyctessa will start at Oblivion's Bridge. She went to the Sunburst Market and traded in her Archcountess for the Key of the Second Vault.


    Female Nyctessa's Deck Necromancer 7
    Nyctessa wrote:

    Hand: Animated Horde, Blessing of the Seventh Veil, Wand of Thunder, Blessing of Achaekek, Autumn Witch, Evocation Staff, Deathgrip, Vampire Bat,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Oblivion's Bridge
    Hero Points: 6
    Dice Re-Roll Used for 3-6E?: 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 1d12.

    Grand Lodge

    Adowyn and Raz's trader options:

    Horn Lamellar:

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

    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.

    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.


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

    Raz politely declines all the armors the ghoul laid out for her.

    Grand Lodge

    Adowyn needs to decide on her trader options, and then may start us off!

    During This Adventure: The scourge die is 1d10.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

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

    Scenario Level (#): 6

    Turn: 1, Adowyn/Zalarian

    Scourge Table:

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

    Random Cards:

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

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is 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:
    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.

    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:
    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.

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

    Spoiler:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

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

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

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

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

    Spells
    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Boneshatter
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12. Ignore any monster powers that happen after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

    Spoiler:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

    Spoiler:
    Armor of the Sands
    MM
    Armor B
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Spoiler:
    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:
    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:
    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.

    Items
    Spoiler:
    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.

    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:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
    At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.

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

    Spoiler:
    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:
    Tarworks Master
    MM
    Ally B
    Traits:
    Dwarf
    To Acquire:
    Craft
    Charisma
    Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

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

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

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

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

    Current Hour:

    Curse of Poisoning:
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 1 Olenjack/ajpopp
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 2 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 2 Athnul/Mhuirich
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 3 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 4 Mavaro/kuey:
    Spoiler:
    Hourglass Card 4 Mavaro/kuey
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 5 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 5 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 6 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 6 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 7 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 7 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 8 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 8 Raz/MauveAvengr
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 9 Mavaro/kuey:
    Spoiler:
    Hourglass Card 9 Mavaro/kuey
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 10 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 10 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 11 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 11 Olenjack/ajpopp
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 12 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 12 Athnul/Mhuirich
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 13 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 13 Raz/MauveAvengr
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 14 Mavaro/kuey:
    Spoiler:
    Hourglass Card 14 Mavaro/kuey
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 15 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 15 Adowyn/Zalarian
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 16 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 16 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 17 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 17 Athnul/Mhuirich
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 18 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 18 Raz/MauveAvengr
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 19 Mavaro/kuey:
    Spoiler:
    Hourglass Card 19 Mavaro/kuey
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 20 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 20 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 21 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 21 Olenjack/ajpopp
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 22 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 22 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 23 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 23 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 24 Mavaro/kuey:
    Spoiler:
    Hourglass Card 24 Mavaro/kuey
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 25 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 25 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 26 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 26 Olenjack/ajpopp
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 27 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 27 Athnul/Mhuirich
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 28 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 28 Raz/MauveAvengr
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 29 Mavaro/kuey:
    Spoiler:
    Hourglass Card 29 Mavaro/kuey
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 6 Ba: 9 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 6 ?: 6
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, None

    Oblivion's Bridge Card 1:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Oblivion's Bridge Card 2:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 4:
    Skull Ripper
    MM
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skull Ripper is immune to the Attack and Mental traits.
    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.
    Oblivion's Bridge Card 5:
    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.
    Oblivion's Bridge Card 6:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
    Oblivion's Bridge Card 7:
    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.
    Oblivion's Bridge Card 8:
    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.
    Oblivion's Bridge Card 9:
    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.
    Oblivion's Bridge Card 10:
    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.
    Oblivion's Bridge Card 11:
    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.
    Oblivion's Bridge Card 12:
    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.
    Oblivion's Bridge Card 13:
    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.
    Oblivion's Bridge Card 14:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Oblivion's Bridge Card 15:
    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.
    Oblivion's Bridge Card 16:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Oblivion's Bridge Card 17:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 18:
    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.
    Oblivion's Bridge Card 19:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 20:
    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.
    Oblivion's Bridge Card 21:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 22:
    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.
    Oblivion's Bridge Card 23:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is 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.
    Oblivion's Bridge Card 24:
    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.
    Oblivion's Bridge Card 25:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 26:
    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.
    Oblivion's Bridge Card 27:
    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.
    Oblivion's Bridge Card 28:
    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.
    Oblivion's Bridge Card 29:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Oblivion's Bridge Card 30:
    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.
    Oblivion's Bridge Card 31:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 32:
    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.
    Oblivion's Bridge Card 33:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 34:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Oblivion's Bridge Card 35:
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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

    Out of Turn Updates: Adowyn will decline the armor wares
    Turn Order: Adowyn, Nyctessa, Athnul, Raz, Mavaro
    if random character, using Self as #1

    There are worse curses out there...
    Hour: 1 - Curse of Poisoning

    Curse of Poisoning:

    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.

    SOT: None
    Give Card: None
    Location Powers: If any die rolled on a check is a 1 or 2, count it as 0.

    Will display Lehren

    Explore: Oblivion's Bridge Card 1: Blessing of Thoth

    Blessing of Thoth:

    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Divine Check DC 6: 1d8 + 5 ⇒ (3) + 5 = 8 Success
    Ask Mavaro to display call spirit
    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:
    Oblivion's Bridge Card 2: Will of Ahriman
    Oblivion's Bridge Card 3: Corridor Dart Trap

    Will discard Vampire Squid to explore and then use Blessing of Thoth to add 2 dice
    Explore: Oblivion's Bridge Card 2: Will of Ahriman

    Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.

    Wisdom Check DC 18: 1d8 + 3 + 2d8 + 1d4 ⇒ (2) + 3 + (2, 8) + (2) = 17 Not quite
    Wisdom Check DC 18 HERO POINT: 1d8 + 3 + 2d8 + 1d4 ⇒ (7) + 3 + (3, 2) + (3) = 18 2 is a 0 so Not quite
    Wisdom Check DC 18 PAIZO REROLL: 7 + 3 + 3 + 1d8 + 3 ⇒ 7 + 3 + 3 + (4) + 3 = 20 Success
    If a barrier was defeated, examine the top card of my deck (Leryn); can/will draw it if animal

    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 (Nyctessa may change if desired):
    Oblivion's Bridge Card 4: Skull Ripper
    Oblivion's Bridge Card 3: Corridor Dart Trap

    Adowyn ends her turn and chooses monster.

    Caravan Raider:

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

    Hawkmoon Bow Combat Check DC 9+6=15: 1d10 + 2d6 + 9 ⇒ (8) + (2, 4) + 9 = 23 23-2 = 21 Monster defeated
    After defeating, examining the top card of my deck (Leryn); can/will draw it if animal (but doesn't matter too much since can't display since eot

    Reminder of Scenario changes:

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

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Adowyn attempts to recover all cards in her Recovery pile.

    Adowyn resets her hand revealing any plants as necessary and poisoning recharges random card (Hawkmoon bow).

    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: w3Thorn Bow, Remove Curse, Draughtcap Fungus, Hand of the Honest Man, Snow Leopard, Blessing of the Savored Sting, Blessing of Achaekek,

    Displayed: Leryn, Curse of Poisoning,
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 3
    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
    If I have animal in hand, I can recharge to move and then discard a card for character to evade
    Shadowcat if available can be used to add my Survival to any combat check (d8+4)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Archer's Bracers, Dryad Sandals, Shadowcat, Aspect of the Tiger, Blessing of the Everbloom, S2Major Cure, Khai-Utef, Reed Snake Armor, Blessing of Milani, Pteranodon, Blessing of Horus, w2Allying Hand Crossbow +2, w4Chakram of Ruin
    Recharged: w1Hawkmoon Bow,
    Discard Pile: Vampire Squid, Blessing of Thoth,
    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 ☑ 8
    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.

    Undead Slayer
    Spoiler:
    Year of Rotting Ruin Reward #4 5/30/2020 from 12789-1011 ☑☐☐ Undead Slayer: On your check against an Undead bane, check a box that precedes this reward to add 1d6.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: HP used; reroll used
    Notes for Mavaro: Call spirit is displayed
    Random Card(s) Used: Monster 1
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    "All - Location #1: Oblivion's Bridge 4,3,5-35 remain // 3: Corridor Dart Trap;4: Skull Ripper
    "


    Female Nyctessa's Deck Necromancer 7

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
    Out of turn updates: I’ll ask Adowyn to put the Skull Ripper on top of the location. I can’t handle the Corridor Dart Trap.
    Turn: Turn 2 – Curse of Poisoning
    SOT: nil
    Give card: nil
    Move: we hold our ground at Oblivion’s Bridge!
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.

    Recharge Animated Horde to draw 2 non-Basic, non-Elite monsters from the box.
    Bonestorm (Monster 4) and Cenovath Swarm (Monster 5)

    Explore 1: Skull Ripper. Can’t use magic against it, so I’ll punch it—with a Cenovath Swarm! And Mavaro’s Call Spirit.
    Combat 14: 1d6 + 5d4 + 1d4 ⇒ (1) + (2, 4, 2, 4, 3) + (3) = 19
    1s and 2s are zeros, but this is still a 14! I will draw the Skull Ripper.

    End of Turn:
    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.
    I will banish the Skull Ripper.

    Recovery:

    Reset Hand
    Curse of Poisoning means recharge a random card…Blessing of Achaekek. Dang.

    Nyctessa wrote:

    Hand: Bonestorm (4), Blessing of the Seventh Veil, Wand of Thunder, Autumn Witch, Evocation Staff, Deathgrip, Vampire Bat,

    Displayed: Curse of Poisoning,
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Oblivion's Bridge
    Hero Points: 6
    Dice Re-Roll Used for 3-6E?: 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 1d12.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: HP used; reroll used
    Notes for Mavaro: Call spirit is displayed
    Random Card(s) Used: Monster 1
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 3,5-35 remain // 3: Corridor Dart Trap


    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: Adowyn, Nyctessa, Athnul, Raz, Mavaro,
    Out of Turn Updates: None
    Turn: Turn 3 - 1 / Curse of Vulnerability

    At: #1: Oblivion's Bridge
    SOT: Suffer Curse of Vulnerability
    Give: No
    Move: No

    Explore: 3/Corridor Dart Trap, Barrier B, Perception 6+##:

    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.

    Perception 18, BoAbadar: 3d10 + 6 ⇒ (6, 9, 4) + 6 = 25 - Defeated

    Discard Hatchetbird to explore.

    Explore: 5/Mummy Golem, Monster 4, Combat 18:

    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.

    Combat 18, Amulet, Belt, recharge BoNethys for character power: 1d6 + 4 + 2d6 + 1d4 + 1d10 + 4 + 6 ⇒ (2) + 4 + (5, 1) + (4) + (9) + 4 + 6 = 35 - Auto-success

    EOT: summon random monster: Bonestorm; reveal Blessing of the Lord in Iron to evade.

    Summary
    Location = #1: Oblivion's Bridge
    Banished = 3/Corridor Dart Trap, 5/Mummy Golem

    Athnul wrote:

    Hand: Belt of Physical Might, Amulet of Furious Fists, Blessing of the Lord in Iron, Blessing of Shizuru, Blessing of Angradd, Cartouche of Protection (Loot),

    Displayed: Curse of Vulnerability,
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 5
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum (4), Mighty Steed, Blessing of Achaekek, Pharaoh's Key (Loot), Pious Healer, Blessing of Asmodeus, Clockwork Dragonling, Headband of Inspired Wisdom, Blessing of the Oathkeeper, Nightwalker Isra, Ring of Energy Resistance, Steal Soul, Dragoon
    Recharged: Blessing of Nethys,
    Discard Pile: Blessing of Abadar, Hatchetbird,
    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

    Favored Card: Blessing
    Role: Keen Strike Monk

    POWERS:
    Hand Size: 5 ☑ 6 ☐ 7
    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: Mavaro, Adowyn, Nyctessa, Athnul, Raz
    Out of Turn Updates: N/a
    Turn: Turn 4 - Curse of the Ravenous

    Curse of the Ravenous:
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items
    If you already have Curse of the Ravenous displayed, banish this card.

    Suffer Curse of the Ravenous

    SOT: N/a
    Give Card: N/a
    Move: Move to Forgery of Ra

    Explore: Hollow Serpent

    Hollow Serpent:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Discard random card. Discard Retriever. Difficulty increases by 3. Can only play one card. For combat, reveal and discard Shieldsplitter Lance to do Melee+1d8+1+1d6. Shieldsplitter Lance ignores any increase to difficulty.

    Combat 16: 1d8 + 6 + 1d8 + 1 + 1d6 ⇒ (3) + 6 + (5) + 1 + (1) = 16

    The d6 counts as a 0. Use Paizo reroll to reroll it.

    Combat 16: 3 + 6 + 5 + 1 + 1d6 ⇒ 3 + 6 + 5 + 1 + (6) = 21

    Defeated.

    End Turn: Reset Hand. Banish Ebon Thorn.

    Curse of the Ravenous: 1d4 ⇒ 2

    Bury the discarded Retriever

    Raz wrote:

    Hand: Frost Lance +2 (Pal), Sunsword, Pegasus, Blessing of Gozreh,

    Displayed: Curse of the Ravenous,
    Deck: 15 Discard: 1 Buried: 1
    Current Location: Oblivion's Bridge
    Hero Points: 13
    Paizo Reroll: 3-6E USED
    NOTES:
    Available Support: Can charge in
    Blessings
    Other: Hi I'm Raz! Please bot me if I need to Guard my location!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mass Cure, Blessing of the Oathkeeper, Blessing of Shax, Fortified Breastplate, Belt of Charging, Warhorse (Pal), Ring of Stony Flesh, Impervious Fortress Plate, Blessing of the Inheritor, Warhorse (UC), Riding Horse 2, Frost Lance +2 (UC), Retriever (UC), Hatchetbird
    Recharged:
    Discard Pile: Shieldsplitter Lance,
    Buried Pile: 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 (1)
    Notes for Adowyn: HP used; reroll used
    Notes for Athnul: Curse of Vulnerability
    Notes for Raz: Curse of the Ravenous, reroll used
    Notes for Mavaro: Call spirit is displayed
    Random Card(s) Used: Monster 1
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 7-35 remain


    deck handler

    Out of Turn Updates:
    During Adowyn's turn, display Call Spirit at location.
    Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
    Turn: Turn 5: Curse of Blindness ==> Suffer Curse of Blindness
    SOT: Nil
    Give Card: Nil
    Move: Stay at #1: Oblivion's Bridge
    Explore:

    #7: 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.

    (Charisma = Knowledge due to reloaded Blessing of the Elements)
    Call Spirit displayed for +1d4
    Reveal Spellbook for +1d4
    Reveal Binder's Tome for +1d4
    Charisma DC8: 1d8 + 4 + 1d4 + 1d4 + 1d4 ⇒ (5) + 4 + (3) + (3) + (1) = 16 ==> Total is 15, but still Defeated.

    Pausing for everyone else...


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

    on Raz' turn will use Hand of the Honest Man to remove curse of ravenous
    Divine Check DC 8 with call spirit: 1d8 + 5 + 1d4 ⇒ (3) + 5 + (2) = 10 10-2=8 Success; item is recharged

    On Mavaro's turn against eternal captives
    Divine Check DC 10: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 Success


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

    Adowyn removes Raz's Curse of the Ravenous (thanks!). Now must defeat Eternal Captives. Call Spirits adds 1d4.
    Discard top card of deck to add 1d6+3. Warhorse so recharged instead.

    Diplomacy 8: 1d10 + 4 + 1d4 + 1d6 + 3 ⇒ (1) + 4 + (2) + (5) + 3 = 15


    Female Nyctessa's Deck Necromancer 7

    Nyctessa vs. Eternal Captives. Character power gives her +1d12 and Call Spirit and Binder's Tome.
    Charisma 8: 1d8 + 1 + 1d12 + 1d4 + 1d4 ⇒ (3) + 1 + (2) + (2) + (3) = 11
    2s are 0s. Use Hero Point.
    Charisma 8: 1d8 + 1 + 1d12 + 1d4 + 1d4 ⇒ (7) + 1 + (6) + (2) + (4) = 20
    Success.


    deck handler

    Continuing turn from here
    #7: Eternal Captives defeated

    Discard Sign of the Lantern Bearer to explore again

    #8: 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.

    (Charisma = Knowledge due to reloaded Blessing of the Elements)
    Call Spirit displayed for +1d4
    Reveal Spellbook for +1d4
    Reveal Binder's Tome for +1d4
    Charisma DC6: 1d8 + 4 + 1d4 + 1d4 + 1d4 ⇒ (6) + 4 + (3) + (3) + (4) = 20 ==> Acquired

    Discard Sign of the Patriarch to explore again

    #9: 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.

    (Wisdom = Knowledge due to reloaded Blessing of the Elements)
    Call Spirit displayed for +1d4
    Reveal Spellbook for +1d4
    Wisdom DC11: 1d8 + 4 + 1d4 + 1d4 ⇒ (6) + 4 + (4) + (1) = 15 ==> Result is 14, but still Defeated!

    End Turn:
    Summon random Monster

    Summoned: 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.

    BYA: No Ally in hand to bury
    (Strength = Knowledge due to reloaded Blessing of the Elements)
    Call Spirit displayed for +1d4
    Reveal The Missing Eye for Str+1d8+1; Reveal for +1d6+6
    Combat DC18: 1d8 + 4 + 1d8 + 1 + 1d6 + 6 + 1d4 ⇒ (6) + 4 + (2) + 1 + (5) + 6 + (2) = 26 ==> Result is 22, but still Defeated, and by at least 4.
    Banish Curse of Blindness

    Put Call Spirit into Recovery
    Recovery, Call Spirit: Perception DC9: 1d8 + 5 ⇒ (4) + 5 = 9 ==> Recharged

    Recharge Blessing of the Elements 2 to reload Chronicler and shuffle.

    Reset hand.

    "

    Mavaro wrote:

    Hand: The Missing Eye, Carpet of Flying, Binder's Tome, Spellbook, Chronicler, Sign of the Stranger, Sign of the Rider, Cleric of Nethys,

    Top Card: Blessing of the Elements 2 Displayed: Eagle Aerie,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: #1: Oblivion's Bridge
    Hero Points: 7
    Tier.XP: 6.4
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
    Binder's Tome: +1d4 Combat or Cha (Mental)
    Carpet of Flying:Reduce Fire or Elect damage by 2
    Other: Boon: freely play a blessing (1/3) PLEASE USE!

    Deck, Discard, Buried:

    Reloaded: Blessing of the Elements 2,
    Middle of Deck (Unknown Order): Kinetic Blast, Create Mindscape, Bewilder, Rejuvenation, Call Spirit, Elemental Brass Mail, Wayfinder, Sign of the Bridge, Blessing of the Elements, Lexicon of the Planes, Bird Feather Tokens
    Recharged:
    Discard Pile: Sign of the Lantern Bearer, Sign of the Patriarch,
    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
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma

    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)
    Notes for Adowyn: HP used; reroll used
    Notes for Athnul: Curse of Vulnerability
    Notes for Raz: Curse of the Ravenous removed by adowyn, reroll used
    Random Card(s) Used: Monster 1, 2, 3
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 10-35 remain


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

    Out of Turn Updates: None
    Turn Order: Adowyn, Nyctessa, Athnul, Raz, Mavaro
    if random character, using Self as #1

    Hour: 6 - Hourglass Card 5 Adowyn/Zalarian Curse of Withering
    SOT:

    Leryn will examine top card of location (Will recharge remove curse to remove curse of withering)

    Will recharge remove curse to remove curse of withering

    Give Card: None
    Location Powers: If any die rolled on a check is a 1 or 2, count it as 0.

    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:
    Oblivion's Bridge Card 11: Burglar's Buckler
    Oblivion's Bridge Card 10: Mumia

    Explore: Oblivion's Bridge Card 11: Burglar's Buckler

    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.

    Constitution Check DC 6: 1d6 ⇒ 2 No Success

    Adowyn ends her turn encountering random monster.

    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.

    Thorn Bow Combat Check DC 8: 1d10 + 1d6 + 9 ⇒ (2) + (1) + 9 = 12 12-3=9 1st check successful
    Thorn Bow Combat Check DC 10: 1d10 + 1d6 + 9 ⇒ (5) + (6) + 9 = 20 Monster automatically defeated
    If check failed, may discard this card to ignore the result and evade the bane and put it on top of its location deck.
    After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

    Reminder of Scenario changes:

    Aspect of the bull adds die to first explore if displayed

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

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Adowyn attempts to recover all cards in her Recovery pile.

    Adowyn resets her hand revealing any plants as necessary and then recharging random card Thorn bow for poisoning.

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

    "

    Adowyn wrote:

    Hand: Draughtcap Fungus, Snow Leopard, Pteranodon, Blessing of the Savored Sting, Blessing of Achaekek, S2Major Cure,

    Displayed: Leryn, Curse of Poisoning, Aspect of the Tiger,
    Deck: 14 Discard: 2 Buried: 0
    Hero Points: 3
    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
    If I have animal in hand, I can recharge to move and then discard a card for character to evade
    Shadowcat if available can be used to add my Survival to any combat check (d8+4)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): w2Allying Hand Crossbow +2, Blessing of Horus, Khai-Utef, Archer's Bracers, Reed Snake Armor, Blessing of the Everbloom, w3Thorn Bow, w4Chakram of Ruin, Blessing of Milani, Shadowcat, Dryad Sandals
    Recharged: w1Hawkmoon Bow, Hand of the Honest Man, Remove Curse,
    Discard Pile: Vampire Squid, Blessing of Thoth,
    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 ☑ 8
    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.

    Undead Slayer
    Spoiler:
    Year of Rotting Ruin Reward #4 5/30/2020 from 12789-1011 ☑☐☐ Undead Slayer: On your check against an Undead bane, check a box that precedes this reward to add 1d6.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: HP used; reroll used, Curse of poisoning
    Notes for Athnul: Curse of Vulnerability
    Notes for Raz: Curse of the Ravenous removed by adowyn, reroll used
    Random Card(s) Used: Monster 1, 2, 3, 4
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 10,12-35 remain // 10=Mumia


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

    On Mavaro's turn against eternal captives
    Divine 10, Blessing of Shizuru: 2d10 + 4 ⇒ (1, 4) + 4 = 9 - Failed
    Hero Point: Divine 10, Blessing of Shizuru: 2d10 + 4 ⇒ (2, 7) + 4 = 13 - 2 counts as 0, but still 11, so passed.

    Athnul wrote:

    Hand: Belt of Physical Might, Amulet of Furious Fists, Blessing of the Lord in Iron, Blessing of Angradd, Cartouche of Protection (Loot),

    Displayed: Curse of Vulnerability,
    Deck: 14 Discard: 3 Buried: 0
    Hero Points: 4
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum (4), Dragoon, Headband of Inspired Wisdom, Mighty Steed, Nightwalker Isra, Pharaoh's Key (Loot), Ring of Energy Resistance, Blessing of the Oathkeeper, Steal Soul, Blessing of Achaekek, Clockwork Dragonling, Blessing of Asmodeus, Pious Healer
    Recharged: Blessing of Nethys,
    Discard Pile: Blessing of Abadar, Hatchetbird, Blessing of Shizuru,
    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

    Favored Card: Blessing
    Role: Keen Strike Monk

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

    Grand Lodge

    During This Adventure: The scourge die is 1d10.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

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

    Scenario Level (#): 6

    Turn: 7, 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:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Spoiler:
    Giant Crocodile
    MM
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

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

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

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

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

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

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

    Spells
    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    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:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Gravewatcher Chain Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    Pharasma
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 13
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

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

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

    Items
    Spoiler:
    Ring of the Godless
    MM
    Item B
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Spoiler:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Spoiler:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

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

    Current Hour:

    Curse of Blindness:
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.


    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 1 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 2 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Raz/MauveAvengr
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 3 Mavaro/kuey:
    Spoiler:
    Hourglass Card 3 Mavaro/kuey
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 4 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 4 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 5 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 5 Olenjack/ajpopp
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 6 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 6 Athnul/Mhuirich
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 7 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Raz/MauveAvengr
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 8 Mavaro/kuey:
    Spoiler:
    Hourglass Card 8 Mavaro/kuey
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 9 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 9 Adowyn/Zalarian
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 10 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 10 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 11 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 11 Athnul/Mhuirich
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 12 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Raz/MauveAvengr
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 13 Mavaro/kuey:
    Spoiler:
    Hourglass Card 13 Mavaro/kuey
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 14 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 14 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 15 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 15 Olenjack/ajpopp
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 16 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 16 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 17 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 18 Mavaro/kuey:
    Spoiler:
    Hourglass Card 18 Mavaro/kuey
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 19 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 19 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 20 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 20 Olenjack/ajpopp
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 21 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 21 Athnul/Mhuirich
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 22 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 22 Raz/MauveAvengr
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 23 Mavaro/kuey:
    Spoiler:
    Hourglass Card 23 Mavaro/kuey
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 3 Ba: 6 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 4 ?: 5
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, None

    Oblivion's Bridge Card 1 (Mumia):
    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.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    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.
    Oblivion's Bridge Card 4:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Oblivion's Bridge Card 5:
    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.
    Oblivion's Bridge Card 6:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Oblivion's Bridge Card 7:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 8:
    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.
    Oblivion's Bridge Card 9:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 10:
    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.
    Oblivion's Bridge Card 11:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 12:
    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.
    Oblivion's Bridge Card 13:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is 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.
    Oblivion's Bridge Card 14:
    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.
    Oblivion's Bridge Card 15:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 16:
    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.
    Oblivion's Bridge Card 17:
    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.
    Oblivion's Bridge Card 18:
    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.
    Oblivion's Bridge Card 19:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Oblivion's Bridge Card 20:
    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.
    Oblivion's Bridge Card 21:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 22:
    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.
    Oblivion's Bridge Card 23:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 24:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Oblivion's Bridge Card 25:
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Female Nyctessa's Deck Necromancer 7

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
    Out of turn updates: I’ll ask Adowyn to put the Skull Ripper on top of the location. I can’t handle the Corridor Dart Trap.
    Turn: Turn 7 – Curse of Blindness
    SOT: nil
    Give card: nil
    Move: we hold our ground at Oblivion’s Bridge!
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.

    Explore 1: Mumia. Int 8 to acquire.
    Intelligence 8: 1d10 + 4 ⇒ (9) + 4 = 13
    Acquired. And banished to remove Curse of Blindness!
    Discard Vampire Bat to examine and then I may explore.
    TRIGGER! Telekinetic Enucleation. The trigger causes me to encounter it. Int, Perc, Dex, Disable 16 to defeat. I will discard Blessing of the Seventh Veil for 2 dice.
    Intelligence 16: 3d10 + 4 ⇒ (9, 8, 10) + 4 = 31
    That soundly defeats it.
    Now I may explore, so I will.

    Explore 2: Alchemical Gas. Int, Disable, Craft 7 to defeat.
    Intelligence 7: 1d10 + 4 ⇒ (7) + 4 = 11
    Defeated.

    End of Turn:
    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.
    Nyctessa will banish Bonestorm.

    Recovery:

    Reset Hand
    Curse of Poisoning means recharge a random card…Blessing of the Lady of Graves.

    OOT: At the start of Athnul’s turn, Nyctessa will cast Animate Dead.
    Giant Crocodile (3)
    Furies of the Drowned Desert (6)
    Athnul’s Recovery phase: Attempt to recover Animate Dead.
    Arcane 13: 1d10 + 6 ⇒ (10) + 6 = 16
    Recovered!

    Nyctessa wrote:

    Hand: Bound Elemental, Key of the Second Vault, Wand of Thunder, Giant Crocodile (3), Autumn Witch, Evocation Staff, Deathgrip, Furies of the Drowned Desert (6),

    Displayed: Curse of Poisoning,
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Oblivion's Bridge
    Hero Points: 5
    Dice Re-Roll Used for 3-6E?: 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 1d12.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: HP used; reroll used, Curse of poisoning
    Notes for Athnul: Curse of Vulnerability
    Notes for Raz: Curse of the Ravenous removed by adowyn, reroll used
    Random Card(s) Used: Monster 1, 2, 3
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 4-25 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: Adowyn, Nyctessa, Athnul, Raz, Mavaro,
    Out of Turn Updates: Discard Blessing of Nethys for Raz. Curse lifted by Mavaro, thanks!
    Turn: 8 - 0 / Curse of Poisoning

    At: #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.

    SOT: Suffer Curse of Poisoning from hour.

    Give Card: No
    Move: No

    Explore: 4/The Evil Eye, Barrier C, Ste/Kno/Arc/Div/Dip 6+##:

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

    Divine 18, Blessing of Angraad: 3d10 + 5 ⇒ (1, 2, 7) + 5 = 15
    Hero point Divine 18, Blessing of Angraad: 3d10 + 5 ⇒ (4, 7, 2) + 5 = 18 - ugh fail because location, banished anyway.

    Scourge: 1d10 ⇒ 6

    Yeah. End turn; after reset Curse of Poisoning recharges Blessing of the Lord in Iron.

    Athnul wrote:

    Hand: Belt of Physical Might, Amulet of Furious Fists, Mighty Steed, Nightwalker Isra, Cartouche of Protection (Loot),

    Displayed: Curse of Vulnerability, Curse of Poisoning, Curse of Withering,
    Deck: 13 Discard: 4 Buried: 0
    Hero Points: 3
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clockwork Dragonling, Pious Healer, Pharaoh's Key (Loot), Dragoon, Blessing of Achaekek, Blessing of Asmodeus, Headband of Inspired Wisdom, Blessing of Gorum (4), Blessing of the Oathkeeper, Ring of Energy Resistance, Steal Soul
    Recharged: Blessing of Nethys, Blessing of the Lord in Iron,
    Discard Pile: Blessing of Abadar, Hatchetbird, Blessing of Shizuru, Blessing of Angradd,
    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

    Favored Card: Blessing
    Role: Keen Strike Monk

    POWERS:
    Hand Size: 5 ☑ 6 ☐ 7
    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: Mavaro, Adowyn, Nyctessa, Athnul, Raz
    Out of Turn Updates: N/a
    Turn: Turn 9 - Curse of Vulnerability

    Curse of Vulnerability:
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.

    Suffer Curse of Vulnerability

    SOT: N/a
    Give Card: N/a
    Move: Stay at Oblivion's Bridge

    Explore: 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.

    Discard top card of deck to add 1d6+3. Discard Belt of Charging

    Divine 5: 1d6 + 2 + 1d6 + 3 ⇒ (1) + 2 + (2) + 3 = 8 -> 5

    Acquire. Discard Pegasus to explore again.

    Explore 2: Fireball Trap

    Fireball Trap:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    With the location power and penalty for not defeating this, will go all out. Discard Blessing of Gozreh to bless check. Discard top card of deck to add 1d6+3. Riding Horse so recharged instead.

    Constitution 6: 2d6 + 1d6 + 3 ⇒ (1, 1) + (3) + 3 = 8 -> 6

    Defeated.

    End Turn: Reset Hand. Banish Blessing of Nethys

    Raz wrote:

    Hand: Frost Lance +2 (Pal), Sunsword, Mass Cure, Blessing of Shax,

    Displayed: Curse of Vulnerability,
    Deck: 12 Discard: 4 Buried: 1
    Current Location: Oblivion's Bridge
    Hero Points: 13
    Paizo Reroll: 3-6E USED
    NOTES:
    Available Support: Can charge in
    Blessings
    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 (UC), Ring of Stony Flesh, Fortified Breastplate, Retriever (UC), Impervious Fortress Plate, Hatchetbird, Blessing of the Inheritor, Blessing of the Oathkeeper, Warhorse (Pal)
    Recharged: Warhorse (UC), Riding Horse 2,
    Discard Pile: Shieldsplitter Lance, Belt of Charging, Blessing of Gozreh, Pegasus,
    Buried Pile: 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 (1)
    Notes for Adowyn: HP used; reroll used, Curse of poisoning
    Notes for Athnul: Curse of Vulnerability, Curse of Poisoning, Curse of Withering
    Notes for Raz: reroll used, Curse of Vulnerability
    Random Card(s) Used: Monster 1, 2, 3, 4
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 6-25 remain


    deck handler

    Out of Turn Updates: Nil
    Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
    Turn: Turn 10: Curse of the Ravenous!!!
    SOT: Nil
    Give Card: Nil
    Move: Stay at #1: Oblivion's Bridge
    Explore:

    #7: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.

    Reveal Spellbook for +1d4; Reveal Chronicler for +1d6
    Discard Sign of the Stranger to bless
    Knowledge DC18: 1d8 + 4 + 1d4 + 1d6 + 1d8 ⇒ (2) + 4 + (1) + (6) + (8) = 21 ==> Total 18, still Defeated!

    Discard Cleric of Nethys to examine top 2 cards:
    #8: Wyvern Poison
    #9: Will of Ahriman,
    Change order and explore again.

    #9: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.

    Reveal Spellbook for +1d4; Reveal Chronicler for +1d6
    Discard Sign of the Rider to bless
    Knowledge DC18: 1d8 + 4 + 1d4 + 1d6 + 1d8 ⇒ (8) + 4 + (4) + (3) + (5) = 24 ==> Defeated!

    End Turn:
    Summon random monster

    Summoned: 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.

    BYA: 1 Cold damage ==> Discard Carpet of Flying
    (Strength = Knowledge due to reloaded Blessing of the Elements)
    Revea1 The Missing Eye for Str+1d8+1; Reveal for +1d6+6
    Reveal Binder's Tome for +1d4
    Combat DC9: 1d8 + 4 + 1d8 + 1 + 1d6 + 6 + 1d4 ⇒ (8) + 4 + (4) + 1 + (3) + 6 + (2) = 28 ==> Total 26 ==> Still Defeated!
    AYA: 1 Poison damage ==> Discard Binder's Tome
    Banish Mavaro's Curse of the Ravenous

    Reset hand.
    (Drew Create Mindscape. Will display at next SoT.)

    "

    Mavaro wrote:

    Hand: The Missing Eye, Spellbook, Chronicler, Blessing of the Elements 2, Bird Feather Tokens, Kinetic Blast, Sign of the Bridge,

    Top Card: Rejuvenation Displayed: Eagle Aerie,
    Deck: 7 Discard: 7 Buried: 0
    Current Location: #1: Oblivion's Bridge
    Hero Points: 7
    Tier.XP: 6.4
    Reroll Avail: Yes
    NOTES:
    Available Support: Blessings (Signs): Use as needed (Elements if can recharge)
    Bird Feather Tokens: reroll dice
    Other: Boon: freely play a blessing (1/3) PLEASE USE!

    Deck, Discard, Buried:

    Reloaded: Rejuvenation,
    Middle of Deck (Unknown Order): Call Spirit, Elemental Brass Mail, Blessing of the Elements, Bewilder, Wayfinder, Lexicon of the Planes
    Recharged:
    Discard Pile: Sign of the Lantern Bearer, Sign of the Patriarch, Sign of the Stranger, Cleric of Nethys, Sign of the Rider, Carpet of Flying, Binder's Tome,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    Knowledge: Intelligence +1
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

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

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

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: HP used; reroll used, Curse of poisoning
    Notes for Athnul: Curse of Vulnerability, Curse of Poisoning, Curse of Withering
    Notes for Raz: reroll used, Curse of Vulnerability
    Random Card(s) Used: Monster 1
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    "All - Location #1: Oblivion's Bridge 8,10-25 remain // 8=Wyvern Poison
    (Displayed: Create Mindscape, +1d4 Int, Wis, Cha)
    "


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

    Out of Turn Updates: None
    Turn Order: Adowyn, Nyctessa, Athnul, Raz, Mavaro
    if random character, using Self as #1

    Hour: 11 - Hourglass Card 4 Adowyn/Zalarian Curse of Daybane
    SOT:

    Leryn will examine top card of location (Oblivion's Bridge Card 8: Wyvern Poison)
    Give Card: None

    Location Powers: If any die rolled on a check is a 1 or 2, count it as 0.

    Athnul heals 1d4+1 cards by using Major Cure spell
    Cure 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5
    Adowyn then heals 1 card

    Adowyn whispers into Leryn's ear and points a finger towards her quarry
    Since Leryn is displayed will put him on top of deck to examine the top 2 cards of my location and choose the following order:
    Oblivion's Bridge Card 8: Wyvern Poison
    Oblivion's Bridge Card 10: Girtablilu Ranger TRIGGER

    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.

    Will choose to fail check and encounter

    Encounter: Oblivion's Bridge Card 10: Girtablilu Ranger
    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (snow leopard) to evade a bane I encounter and then may/will examine the top card of my location deck.

    Random Location Card 8,10-25: 1d17 + 8 ⇒ (1) + 8 = 9 Oblivion's Bridge Card 8: Wyvern Poison
    Explore: Oblivion's Bridge Card 8: Wyvern Poison

    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.

    Intelligence Check DC 11: 1d6 ⇒ 4 No Success

    Will discard Pteranodon to explore
    Random Location Card 10-25: 1d16 + 9 ⇒ (16) + 9 = 25 Oblivion's Bridge Card 25: Blessing of Nethys

    Blessing of Nethys:

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

    Divine Check DC 5: 1d8 + 5 ⇒ (8) + 5 = 13 auto Success

    Will discard blessing of Nethys to examine next 2, reorder and explore
    Random Location Card 10-24: 1d15 + 9 ⇒ (4) + 9 = 13 Oblivion's Bridge Card 13: Bonestorm
    Random Location Card 10-24 reroll if prior: 1d15 + 9 ⇒ (11) + 9 = 20 Oblivion's Bridge Card 20: Pharaoh's Altar TRIGGER
    Since I examined I suffer a scourge
    Random Roll: 1d10 ⇒ 8 Curse of the Sphinx

    Will encounter the barrier and put Bonestorm underneath barrier
    Explore: Oblivion's Bridge Card 20: Pharaoh's Altar

    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.

    Will ask Mavaro to recharge Sign of the Bridge

    Dexterity Check DC 12: 1d10 + 4 + 1d10 ⇒ (6) + 4 + (1) = 11 Not quite; spend hero point
    Dexterity Check DC 12: 1d10 + 4 + 1d10 ⇒ (1) + 4 + (10) = 15 success
    If a barrier was defeated, examine the top card of my deck (Leryn); can/will draw it if animal
    Will choose weapon and draw to hand..none of the weapons in the random are tier 6..therefore using acg site and marked acquired

    Staff of the Hooded Cobra:

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

    I will then display Leryn

    Adowyn ends her turn summoning a monster.

    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.

    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (Staff of the Hooded Cobra) to evade a bane I encounter and then mayexamine the top card of my location deck but no need to since it is Bonestorm.

    Reminder of Scenario changes:

    Aspect of the bull adds die to first explore if displayed

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

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Adowyn attempts to recover all cards in her Recovery pile using Create Mindscape.
    Divine Check DC 10: 1d8 + 5 + 1d4 ⇒ (3) + 5 + (1) = 9 Major Cure is discarded

    Adowyn resets her hand revealing any plants as necessary and recharging blessing of Milani due to curse of poisoning.

    "

    Adowyn wrote:

    Hand: Khai-Utef, Draughtcap Fungus, Blessing of the Savored Sting, Blessing of Achaekek, Hand of the Honest Man, Blessing of the Everbloom, w1Hawkmoon Bow, Shadowcat,

    Displayed: Leryn, Curse of Poisoning, Aspect of the Tiger, Curse of Daybane, Curse of the Sphinx,
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 3
    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
    If I have animal in hand, I can recharge to move and then discard a card for character to evade
    Shadowcat if available can be used to add my Survival to any combat check (d8+4)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dryad Sandals, Archer's Bracers, w4Chakram of Ruin, Blessing of Horus, Vampire Squid, w3Thorn Bow, w2Allying Hand Crossbow +2, Reed Snake Armor, Remove Curse
    Recharged: Snow Leopard, Staff of the Hooded Cobra, Blessing of Milani,
    Discard Pile: Blessing of Thoth, Pteranodon, Blessing of Nethys, S2Major Cure,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7 ☑ 8
    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.

    Undead Slayer
    Spoiler:
    Year of Rotting Ruin Reward #4 5/30/2020 from 12789-1011 ☑☐☐ Undead Slayer: On your check against an Undead bane, check a box that precedes this reward to add 1d6.

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: 2 HP used; reroll used, Curse of poisoning, Daybane, Sphinx
    Notes for Athnul: Healed for 5; Curse of Vulnerability, Curse of Poisoning, Curse of Withering
    Notes for Raz: reroll used, Curse of Vulnerability
    Notes for Mavaro: Sign of the Bridge used
    Random Card(s) Used: Monster 1-4, Weapon 1-5
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 13, (random 10-12,14-19,21-24) remain // (Displayed: Create Mindscape, +1d4 Int, Wis, Cha)


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

    Forgot to call out the end of turn effect; summon a monster: Geniekin, which she'll reveal Lord in Iron to evade (it wasn't recharged until after reset)

    Grand Lodge

    During This Adventure: The scourge die is 1d10.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

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

    Scenario Level (#): 6

    Turn: 12, 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:
    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:
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Armor of the Sands
    MM
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

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

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

    Spoiler:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Spoiler:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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:
    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.

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

    Current Hour:

    Curse of the Mummy:
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.


    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 1 Athnul/Mhuirich
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 2 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 2 Raz/MauveAvengr
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 3 Mavaro/kuey:
    Spoiler:
    Hourglass Card 3 Mavaro/kuey
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 4 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 4 Adowyn/Zalarian
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 5 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 5 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 6 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 6 Athnul/Mhuirich
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 7 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 7 Raz/MauveAvengr
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 8 Mavaro/kuey:
    Spoiler:
    Hourglass Card 8 Mavaro/kuey
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 9 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 9 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 10 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 10 Olenjack/ajpopp
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 11 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 11 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 12 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 12 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 13 Mavaro/kuey:
    Spoiler:
    Hourglass Card 13 Mavaro/kuey
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 14 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 14 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 15 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 15 Olenjack/ajpopp
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 16 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 16 Athnul/Mhuirich
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 17 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 17 Raz/MauveAvengr
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 18 Mavaro/kuey:
    Spoiler:
    Hourglass Card 18 Mavaro/kuey
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 3
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, Girtablilu Ranger

    Oblivion's Bridge Card 1 (Bonestorm):
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is 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.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Oblivion's Bridge Card 4:
    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.
    Oblivion's Bridge Card 5:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 6:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Oblivion's Bridge Card 7:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 8:
    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.
    Oblivion's Bridge Card 9:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Oblivion's Bridge Card 10:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 11:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 12:
    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.
    Oblivion's Bridge Card 13:
    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.
    Oblivion's Bridge Card 14:
    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.


    Female Nyctessa's Deck Necromancer 7

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Turn Order: Nyctessa, Athnul, Raz, Mavaro, Adowyn
    Out of turn updates: nil
    Turn: Turn 12 – Curse of the Mummy
    SOT: nil
    Give card: nil
    Move: we hold our ground at Oblivion’s Bridge!
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.

    Explore 1: Bonestorm. Cast Death Grip and banish Giant Crocodile.
    Combat 17/21: 1d10 + 6 + 2d8 + 3d4 ⇒ (7) + 6 + (8, 4) + (4, 2, 4) = 35 -> 33
    Destroyed. Heal a card and add Bonestorm to my hand. Heal Vampire Bat.
    Discard Autumn Witch to explore.

    Explore 2: Toxic Cloud. Arcane 8 to acquire. With Create Mindscape.
    Arcane 8: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11 -> 9
    Acquired.

    End of Turn:
    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.
    Nyctessa will banish Bonestorm.

    Recovery: With Create Mindscape.
    Deathgrip, Arcane 10: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (3) = 17
    Recharged

    Reset Hand
    Curse of Poisoning means recharge a random card…Animated Horde. Darn.

    OOT
    At start of Adowyn’s turn, cast Animate Dead. Animate:
    Kalnaka (Monster 5)
    Acid Mantis (Monster 1)
    Cenovath Swarm (Monster 5)
    During Adowyn’s Recovery phase, attempt to recover Animate Dead:
    Arcane 13: 1d10 + 6 + 1d4 + 1d12 ⇒ (7) + 6 + (3) + (8) = 24

    Nyctessa wrote:

    Hand: Bound Elemental, Key of the Second Vault, Wand of Thunder, Kalnaka (5), Fire Snake, Evocation Staff, Acid Mantis (1), Furies of the Drowned Desert (6), Cenovath Swarm (5),

    Displayed: Curse of Poisoning, Curse of the Mummy,
    Deck: 15 Discard: 3 Buried: 0
    Current Location: Oblivion's Bridge
    Hero Points: 5
    Dice Re-Roll Used for 3-6E?: 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 1d12.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: 2 HP used; reroll used, Curse of poisoning, Daybane, Sphinx
    Notes for Nyctessa: Curse of Poisoning, Curse of the Mummy
    Notes for Athnul: Healed for 5; Curse of Vulnerability, Curse of Poisoning, Curse of Withering
    Notes for Raz: reroll used, Curse of Vulnerability
    Notes for Mavaro: Sign of the Bridge used
    Random Card(s) Used: Monster 1-4, Weapon 1-5
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge 3-14 remain // (Displayed: Create Mindscape, +1d4 Int, Wis, Cha)

    Grand Lodge

    During This Adventure: The scourge die is 1d10.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

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

    Scenario Level (#): 6

    Turn: 13, 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:
    Carrion Golem
    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

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

    Spoiler:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.

    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.

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

    Spoiler:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    Symbol of Fortune
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Armor of the Sands
    MM
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Spoiler:
    Armor of the Sands
    MM
    Armor B
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

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

    Spoiler:
    Ring of the Godless
    MM
    Item B
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

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

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

    Spoiler:
    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.

    Allies
    Spoiler:
    Black Kiss
    MM
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis
    To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10
    If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    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:
    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:
    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:
    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.

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

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

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

    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 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:

    Curse of Fevered Dreams:
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.


    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 1 Raz/MauveAvengr
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 2 Mavaro/kuey:
    Spoiler:
    Hourglass Card 2 Mavaro/kuey
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 3 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 3 Adowyn/Zalarian
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 4 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 4 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 5 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 5 Athnul/Mhuirich
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 6 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 6 Raz/MauveAvengr
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 7 Mavaro/kuey:
    Spoiler:
    Hourglass Card 7 Mavaro/kuey
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 8 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 8 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 9 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 9 Olenjack/ajpopp
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 10 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 10 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 11 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 11 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 12 Mavaro/kuey:
    Spoiler:
    Hourglass Card 12 Mavaro/kuey
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 13 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 13 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 14 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 14 Olenjack/ajpopp
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 15 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 15 Athnul/Mhuirich
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 16 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 16 Raz/MauveAvengr
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 17 Mavaro/kuey:
    Spoiler:
    Hourglass Card 17 Mavaro/kuey
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 3
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, Girtablilu Ranger

    Oblivion's Bridge Card 1:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 4:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Oblivion's Bridge Card 5:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 7:
    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.
    Oblivion's Bridge Card 8:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 9:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 10:
    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.
    Oblivion's Bridge Card 11:
    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.
    Oblivion's Bridge Card 12:
    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.


    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: Adowyn, Nyctessa, Athnul, Raz, Mavaro,
    Out of Turn Updates: Adowyn heals Athnul for 5, all her discards. Thanks!
    Turn: 13 - 0 / Curse of Fevered Dreams

    At: #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.

    SOT: Suffer Curse of Fevered Dreams from the hour.

    Give Card: No
    Move: No

    Explore: 1/Baited Jewel Box, Barrier B, Dis 6+# OR Cra 8+#:

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

    Character power allows Fortitude for Disable; ask Mavaro to recharge Blessing of the Elements; Curse of Withering downgrades the dice.
    Fortitude 12: 2d8 + 2 ⇒ (6, 5) + 2 = 13
    Poison damage: 1d4 ⇒ 3

    Bury Cartouche of Protection to reduce to damage to 0. Draw two Items: Magic Carpet, Ring of the Godless. Recharge Nightwalker Isra to examine location: Girtablilu Ranger.

    Examine: 2/Girtablilu Ranger, Monster 4, Combat 17:

    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.

    Auto-fail the stealth check; recharge Magic Carpet to evade it. Deck shuffles.

    End turn, summon monster: Carrion Golem

    Encounter: Carrion Golem/Monster 2, Combat 14:

    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    BYA discard Blessing of Nethys.
    Combat 14, Amulet, Belt, recharge Mighty Steed (+Wis+4): 1d6 + 4 + 2d6 + 1d4 + 1d10 ⇒ (4) + 4 + (4, 3) + (2) + (4) = 21: 2 becomes 0, passes with 19.

    Draw Blessing of Angradd, Steal Soul, Hatchetbird, then 2 post reset curses; Poison randomly recharges a card (Steal Soul), then Fevered Dreams recharges the rest, draw 1d4 + 1 ⇒ (3) + 1 = 4.

    Athnul wrote:

    Hand: Blessing of Achaekek, Blessing of Gorum (4), Headband of Inspired Wisdom, Blessing of the Oathkeeper,

    Displayed: Curse of Vulnerability, Curse of Poisoning, Curse of Withering, Curse of Fevered Dreams,
    Deck: 18 Discard: 1 Buried: 1
    Hero Points: 3
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, Dragoon, Clockwork Dragonling, Blessing of Asmodeus, Pious Healer, Ring of Energy Resistance, Blessing of the Lord in Iron, Pharaoh's Key (Loot), Blessing of Abadar
    Recharged: Nightwalker Isra, Magic Carpet, Mighty Steed, Steal Soul, Amulet of Furious Fists, Belt of Physical Might, Blessing of Angradd, Hatchetbird, Ring of the Godless,
    Discard Pile: Blessing of Nethys,
    Buried Pile: Cartouche of Protection (Loot),

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☑ +2 ☐ +3
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☑ +1 ☐ +2
    Fortitude: Constitution +2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Role: Keen Strike Monk

    POWERS:
    Hand Size: 5 ☑ 6 ☐ 7
    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: Mavaro, Adowyn, Nyctessa, Athnul, Raz
    Out of Turn Updates: N/a
    Turn: Turn 18 - Curse of the Sphinx

    Curse of the Sphinx:
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.

    Suffer Curse of the Sphinx

    SOT: N/a

    Give Card: N/a
    Move: Stay at Oblivion's Bridge

    Explore: Examine top card of deck due to Curse of the Sphinx. Location is shuffled. Top Card: 1d11 + 1 ⇒ (4) + 1 = 5

    Top card is a boon (Staff of Dark Flame). Recharge hand, reset hand, discard card. Draw Hatchetbird, Retriever, Frost Lance +2, and War Horse. Discard Retriever.

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

    Discard top card of deck to add 1d6+3. Discard Ring of Stony Flesh

    Melee 12: 1d8 + 6 + 1d6 + 3 ⇒ (7) + 6 + (5) + 3 = 21

    Acquired.

    End Turn: Reset Hand. Banish Staff of Dark Flame

    Raz wrote:

    Hand: Frost Lance +2 (UC), Hatchetbird, Warhorse (Pal), Blessing of the Oathkeeper,

    Displayed: Curse of Vulnerability,
    Deck: 10 Discard: 6 Buried: 1
    Current Location: Oblivion's Bridge
    Hero Points: 13
    Paizo Reroll: 3-6E USED
    NOTES:
    Available Support: Can charge in
    Blessings
    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 the Inheritor, Fortified Breastplate, Impervious Fortress Plate
    Recharged: Warhorse (UC), Riding Horse 2, Frost Lance +2 (Pal), Sunsword, Mass Cure, Blessing of Shax,
    Discard Pile: Shieldsplitter Lance, Belt of Charging, Blessing of Gozreh, Pegasus, Retriever (UC), Ring of Stony Flesh,
    Buried Pile: 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 (13)
    Notes for Adowyn: 2 HP used; reroll used, Curse of poisoning, Daybane, Sphinx
    Notes for Nyctessa: Curse of Poisoning, Curse of the Mummy
    Notes for Athnul: Curse of Vulnerability, Curse of Poisoning, Curse of Withering, Curse of Fevered Dreams
    Notes for Raz: reroll used, Curse of Vulnerability, Curse of the Sphinx
    Notes for Mavaro: Sign of the Bridge, Blessing of the Elements used
    Random Card(s) Used: Monster 1-4, Weapon 1-5
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    All - Location #1: Oblivion's Bridge (Random 2-4,6-12) remain // (Displayed: Create Mindscape, +1d4 Int, Wis, Cha)

    Grand Lodge

    During This Adventure: The scourge die is 1d10.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.

    To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.

    If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

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

    Scenario Level (#): 6

    Turn: 15, 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:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

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

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

    Spoiler:
    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:
    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.

    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:
    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.

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

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

    Weapons
    Spoiler:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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."

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Blessing of 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 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.

    Current Hour:

    Curse of Vulnerability:
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    If you already have Curse of Vulnerability displayed, banish this card.


    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 1 Adowyn/Zalarian
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 2 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 2 Olenjack/ajpopp
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 3 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 3 Athnul/Mhuirich
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 4 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 4 Raz/MauveAvengr
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 5 Mavaro/kuey:
    Spoiler:
    Hourglass Card 5 Mavaro/kuey
    Curse of Poisoning
    MM
    Scourge C
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 6 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 6 Adowyn/Zalarian
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 7 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 7 Olenjack/ajpopp
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 8 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 8 Athnul/Mhuirich
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 9 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 9 Raz/MauveAvengr
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings
    2. Allies
    3. Spells and weapons
    4. Items

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 10 Mavaro/kuey:
    Spoiler:
    Hourglass Card 10 Mavaro/kuey
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 11 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 11 Adowyn/Zalarian
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 12 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 12 Olenjack/ajpopp
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 13 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 13 Athnul/Mhuirich
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 14 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 14 Raz/MauveAvengr
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 15 Mavaro/kuey:
    Spoiler:
    Hourglass Card 15 Mavaro/kuey
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 3
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, Girtablilu Ranger

    Oblivion's Bridge Card 1:
    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.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 4:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 5:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 6:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Oblivion's Bridge Card 7:
    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.
    Oblivion's Bridge Card 8:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Oblivion's Bridge Card 9:
    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.
    Oblivion's Bridge Card 10:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.


    deck handler

    Out of Turn Updates:
    On Adowyn's turn, recharge Sign of the Bridge
    On Athnul's turn, recharge Blessing of the Elements 2

    Turn Order: Mavaro, Adowyn, Nyctessa, Athnul, Raz,
    Turn: Turn 15: Curse of Vulnerability!!!
    SOT: Nil
    Give Card: Nil
    Move: Stay at #1: Oblivion's Bridge
    Explore:

    #1: 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.

    Recharge Bird Feather Tokens to reload Sign of the Bridge and shuffle
    (Dexterity = Knowledge due to reloaded Sign of the Bridge)
    Reveal Spellbook for +1d4; Reveal Chronicler for +1d6
    Create Mindscape for +1d4
    Dexterity DC8: 1d8 + 4 + 1d4 + 1d6 + 1d4 ⇒ (8) + 4 + (4) + (1) + (3) = 20 ==> Total 19, Acquired

    End Turn:
    Banish Flask Thrower
    Recharge Kinetic Blast to reload Rejuvenation and shuffle.
    Reset hand.

    Drew Lexicon of the Planes. Bury at next SoT to draw 3 locations.
    Drew Call Spirit. Display at location at next SoT.
    Drew Rejuvenation. Play at next SoT on Adowyn.
    ==> Banish all curses, and heal 2d4.
    Recovery at next EoT:
    Recharge Elemental Brass Mail to reload Carpet of Flying and shuffle.
    Recharge Bewilder to reload Elemental Brass Mail and shuffle.

    (Divine = Knowledge due to reloaded Elemental Brass Mail)
    Reveal Spellbook for +1d4; Reveal Chronicler for +1d6
    Create Mindscape for +1d4.
    Call Spirit for +1d4
    Divine DC16: 1d8 + 4 + 1d4 + 1d6 + 1d4 + 1d4 ⇒ (2) + 4 + (3) + (2) + (2) + (4) = 17 ==> Total 11. Spend 1 Hero Point (7 to 6) to reroll
    Divine DC16: 1d8 + 4 + 1d4 + 1d6 + 1d4 + 1d4 ⇒ (7) + 4 + (3) + (5) + (4) + (2) = 25 ==> Total 23. Recharged.

    "

    Mavaro wrote:

    Hand: The Missing Eye, Spellbook, Chronicler,

    Top Card: Elemental Brass Mail Displayed: Eagle Aerie, Curse of Vulnerability,
    Deck: 9 Discard: 7 Buried: 1
    Current Location: #1: Oblivion's Bridge
    Hero Points: 6
    Tier.XP: 6.4
    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: Elemental Brass Mail,
    Middle of Deck (Unknown Order): Bewilder, Blessing of the Elements, Bird Feather Tokens, Wayfinder, Kinetic Blast, Blessing of the Elements 2, Sign of the Bridge
    Recharged: Rejuvenation,
    Discard Pile: Sign of the Lantern Bearer, Sign of the Patriarch, Sign of the Stranger, Cleric of Nethys, Sign of the Rider, Carpet of Flying, Binder's Tome,
    Buried Pile: Lexicon of the Planes,

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 [ooc]☐ +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
    Fortitude
    Intelligence
    Arcane
    Wisdom
    Divine

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

    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = ?Current Turn - BR Refresh Turn (15)
    Notes for Adowyn: 2 HP used; reroll used; All curses banished by Mavaro. Also heal 2d4.
    Notes for Nyctessa: Curse of Poisoning, Curse of the Mummy
    Notes for Athnul: Curse of Vulnerability, Curse of Poisoning, Curse of Withering, Curse of Fevered Dreams
    Notes for Raz: reroll used, Curse of Vulnerability, Curse of the Sphinx
    Notes for Mavaro: Curse of Vulnerability
    Additional Info 1: When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    Additional Info 2: eot Encounter random barrier or monster; if not defeated discard 1-4 cards from deck
    "All - Location #1: Oblivion's Bridge 2-10 remain // (Displayed: Create Mindscape, +1d4 Int, Wis, Cha)
    (Displayed: Call Spirit, +1d4 or +1 die Perception)
    (Lexicon of Planes played)
    "


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

    Out of Turn Updates: None
    Turn Order: Adowyn, Nyctessa, Athnul, Raz, Mavaro
    if random character, using Self as #1

    Hour: 16 - Hourglass Card 1 Adowyn/Zalarian
    Curse of the Sphinx; already have so banished

    SOT:
    Leryn will examine top card of location (Oblivion's Bridge Card 2: Blessing of Abadar)

    Mavaro will use Lexicon of the Planes
    Random Roll: 1d62 ⇒ 491d62 ⇒ 381d62 ⇒ 39
    Scorched Obelisk: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    Sepulcher of the Servant: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    The Shiny Bauble:At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.

    Will send hand of the honest man to recovery on Athnul to remove Curse of the Fevered Dreams and use The Shiny Bauble for my turn

    Mavaro uses spell to remove all scourges and heal 2d4 cards
    Random Roll: 2d4 ⇒ (1, 4) = 5 all healed up

    Explore: Oblivion's Bridge Card 2: 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.

    Divine Check DC 5: 1d8 + 5 ⇒ (2) + 5 = 7 Auto Success

    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:
    Oblivion's Bridge Card 4: Ushering of Oblivion
    Oblivion's Bridge Card 3: Elemental Arachnid

    Give Card: None
    Location Powers: None relevant due to lexicon use
    Discard Blessing of Abadar to explore

    Explore: Oblivion's Bridge Card 4: Ushering of Oblivion

    Ushering of Oblivion:

    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.

    Cards drawn and henchman encountered: 1d6 ⇒ 11d6 ⇒ 4 draw 1 card (w3 Thorn Bow) and encounter Shira

    Shira:

    Henchman
    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.

    Nyctessa has more cards than me so will encounter
    Nyctessa steps away just as Leryn leaps ahead growling menacingly
    Will discard a card (Thornbow) to allow Nyctessa to evade a bane encountered and then may/will examine the top card of my location deck.
    .
    Random Location Card: 1d9 + 1 ⇒ (9) + 1 = 10 Oblivion's Bridge Card 10: Will of Ahriman
    Will discard blessing of the everbloom to add a die to wis and dex n/c checks
    Explore: Oblivion's Bridge Card 10: Will of Ahriman

    Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.

    blessing used to explore adds a die, Create Mindscape and call spirit each add d4
    Wisdom Check DC 18: 1d8 + 3 + 1d8 + 2d4 ⇒ (8) + 3 + (1) + (2, 1) = 15 No Success; will use Hero point
    Wisdom Check DC 18: 1d8 + 3 + 1d8 + 2d4 ⇒ (4) + 3 + (8) + (3, 4) = 22 Success
    If a barrier was defeated, examine the top card of my deck (Leryn); can/will draw it if animal
    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:

    Random Location Cards: 1d8 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (6) + 1 = 7 Oblivion's Bridge Card 9: Channel the Gift
    Oblivion's Bridge Card 7: Blessing of Ra

    Will place in following order
    Oblivion's Bridge Card 7: Blessing of Ra
    Oblivion's Bridge Card 9: Channel the Gift

    Will discard Blessing of Achaekek to explore
    Explore: Oblivion's Bridge Card 7: Blessing of Ra

    Blessing of Ra:

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

    Divine Check DC 6: 1d8 + 5 + 2d4 ⇒ (3) + 5 + (3, 1) = 12 Auto Success

    Will discard Blessing of Ra to explore
    Explore: Oblivion's Bridge Card 9: Channel the Gift

    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.

    Create mindscape and call spirit adds d4
    Divine Check DC 12: 1d8 + 5 + 2d4 ⇒ (6) + 5 + (1, 4) = 16 Success

    Will discard Shadowcat to examine, possibly recharge card, and explore
    (random card 3,4,5,6,8): 1d5 ⇒ 2 Oblivion's Bridge Card 4: Ushering of Oblivion

    Ushering of Oblivion:

    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.

    Random Roll: 1d6 ⇒ 61d6 ⇒ 4 draw 6 cards (Blessing of Nethys
    Snow Leopard, Staff of the Hooded Cobra, Blessing of Thoth, S2Major Cure,
    Dryad Sandals) and encounter Shira again...This time I have most cards
    so I encounter

    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (Staff of the Hooded Cobra) to evade a bane I encounter and then may/will examine the top card of my location deck.
    (random card 3,4,5,6,8): 1d5 ⇒ 3 Oblivion's Bridge Card 5: Will of Ahriman

    Will discard snow leopard to explore

    Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.

    Will discard blessing of thoth to add 2 dice to wis check and Create Mindscape and Call Spirit
    Wisdom Check DC 18: 1d8 + 3 + 2d8 + 2d4 ⇒ (6) + 3 + (5, 3) + (4, 3) = 24 Success
    If a barrier was defeated, examine the top card of my deck (Leryn); can/will draw it if animal

    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:

    (random card 3,4,6,8: 1d4 ⇒ 3 Oblivion's Bridge Card 6: Girtablilu Ranger TRIGGER
    will choose to fail stealth check and encounter
    Encounter: Oblivion's Bridge Card 6: Girtablilu Ranger

    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.

    Poison Damage: 1d4 ⇒ 2 discard draughtcap fungus and Major Cure
    Hawkmoon Bow Combat Check DC 17+3=20: 1d10 + 2d6 + 9 + 2d4 ⇒ (10) + (1, 4) + 9 + (3, 1) = 28 Monster defeated
    After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

    Continue with my Examine from Leryn
    (random card 3,4,8: 1d3 ⇒ 3 Oblivion's Bridge Card 8: Rhino Hide Armor

    Will display Leryn
    Will discard Blessing of Nethys to examine 2, rearrange and explore
    Oblivion's Bridge Card 8: Rhino Hide Armor

    Random location card 3,4: 1d2 ⇒ 1 Oblivion's Bridge Card 3: Elemental Arachnid
    Will keep order same

    Rhino Hide Armor:

    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.

    Will ask Athnul to bless with gorum along with call spirit
    Constitution Check DC 12: 1d6 + 1d6 + 1d4 ⇒ (1) + (6) + (3) = 10 No Success so Athnul will banish blessing and I will discard blessing of the savored sting to add reroll adding 2 dice
    Constitution Check DC 12: 1d6 + 1d6 + 1d4 + 2d6 ⇒ (5) + (5) + (1) + (2, 5) = 18 Success

    Will send Channel the Gift to recovery and have Mavaro draw restoration

    Will display Khai-Utef to reset hand, examine arachnid, and may explore

    "

    Adowyn wrote:

    Hand: w1Hawkmoon Bow, Rhino Hide Armor, Dryad Sandals, Remove Curse, w2Allying Hand Crossbow +2, w4Chakram of Ruin, Blessing of Horus, Reed Snake Armor,

    Displayed: Leryn, Aspect of the Tiger

    Will choose to explore

    Explore: Oblivion's Bridge Card 3: 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.

    For 1 Acid damage, reveal reedsnake armor
    For 1 cold damage, discard dryad sandals
    for 1 electricity damage, reveal rhino hide armor
    for 1 fire damage, discard rhino hide armor as damage so cursed with curse of the Mummy

    Hawkmoon Bow Combat Check DC 17: 1d10 + 2d6 + 9 + 1d4 ⇒ (10) + (1, 5) + 9 + (4) = 29 Monster defeated
    After defeating, examining the top card of my deck (Blessing of Milani); can/will draw it if animal

    Will have Mavaro cast Restoration on myself removing curse and healing 2d4 cards

    Random Roll: 2d4 ⇒ (4, 1) = 5 healed for 5

    Adowyn is healed for 5: (Blessing of the Everbloom, Blessing of the Savored Sting, Shadowcat, Blessing of Thoth, Blessing of Abadar). Deck shuffled.

    Will discard Blessing of Horus to move/explore
    Explore: Oblivion's Bridge Card 4: Ushering of Oblivion

    Ushering of Oblivion:

    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.

    Random Roll: 1d6 ⇒ 51d6 ⇒ 6 draw 5 cards (Pteranodon, Blessing of the Everbloom, Blessing of Abadar, Blessing of Thoth,
    Staff of the Hooded Cobra) and then encounter Usij Ghul

    Usij Ghul:

    Henchman
    Type: Monster
    Traits: Cultist Outsider Undead
    To Defeat: Combat 25
    The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.

    Element Type: 1d6 ⇒ 3 Acid Damage
    Will use undead slayer boon for 2nd time out of 3 to add d6 + call spirit
    Recharge another ranged weapon (chakram) to add 1d8+Weapon AD and 1 of its traits
    Finally Raz will discard blessing of the Oathkeeper to bless

    Allying Hand Crossbow +2 Combat Check DC 25: 1d10 + 1d6 + 9 + 1d6 + 1d4 + 1d8 + 6 + 1d10 ⇒ (5) + (5) + 9 + (4) + (2) + (7) + 6 + (9) = 47 Monster defeated
    After defeating, examining the top card of my deck (Vampire Squid); will draw it if animal

    Acid Damage: 1d4 ⇒ 1 reveal armor

    Finally to deal with the ushering
    Random Roll: 1d4 ⇒ 41d4 ⇒ 2 Bury 4 cards (Remove Curse, Allying Hand Crossbow, pteranodon, Staff of the Hooded cobra and then discard 2 cards: Vampire Squid, Blessing of Thoth
    I then recharge my hand of 4 cards and since I had cards in hand to recharge, the Ushering is defeated

    After review, I noticed that Mavaro actually used restoration on myself this turn and not prior..this means it wasn't available for Channel the Spirit..no worries there since Raz can use Mass Cure for similar effect.

    Grand Lodge

    Terrible grinding screeches throughout the pyramid, and you feel its power wink out like a mighty candle. Outside the transparent wall, you see that the sepulchre is plummeting to the ground. Despite a twinge of fear for your own life, relief washes over you. You lean back from the controls, content to know that you’ve saved more than 100,000 souls from annihilation.

    As you plan to use the fading teleportation platform to abandon ship, you notice a final piece of mural on the platform’s floor. It shows not Ahriman, but something else.

    A mighty black carapace that can only be Ulunat, the Unholy First, rampaging through Sothis on bladed limbs. And a flying pyramid seemed to awaken it.

    SUCCESS?!?

    Scenario Reward: Each player can grant 1 of her Pathfinder Society Roleplaying Guild characters a +3 bonus to all saving throws against the effects of members of the Usij, agents of Ahriman, and Div for the duration of one adventure. The character can activate this benefit during an adventure, but the bonus cannot retroactively change a saving throw from a failure into a success. Note this reward on your Chronicle sheet, and cross it off when used.

    Adventure Rewards:

  • Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Rogue Class Deck.
  • Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Magus Class Deck.

    Adventure Path Reward: Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may treat the loot Blessing of the Sages as if it is in her Class Deck box.

    BLESSING OF THE SAGES:

    LOOT P
    ARCANE
    UNDEAD
    POWERS
    Discard this card to add 1 die to any check.
    Recharge this card to add 3d8 to any Knowledge or Perception check.
    Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

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

    Potential Upgrades:

  • Rhino Hide Armor (Armor 6)
  • Blessing of Abadar (Blessing B)
  • Blessing of Nethys (Blessing B)
  • Blessing of Thoth (Blessing 1)
  • Blessing of Ra (Blessing B)
  • Blessing of Nethys (Blessing C)
  • Blessing of the Elements (Blessing B)
  • Ring of the Godless (Item B)
  • Magic Carpet (Item 2)
  • Toxic Cloud (Spell 2)
  • Channel the Gift (Spell 4)
  • Staff of Dark Flame (Weapon 3)
  • Flask Thrower (Weapon 2)
  • Staff of the Hooded Cobra (Weapon 6)

    To the Discussion thread!

  • Grand Lodge

    Scenario 6-P: Tide of the Unholy First

    A mighty crash heralds the flying pyramid’s return to solid ground. Stone cracks and dust flies, but you’ve survived!

    As you crawl from the wreckage into the searing Osirian daylight, an image haunts you. Right before you switched off the sepulchre’s flying magic, you noticed a mural nearby. In the scene, the mountain-sized carapace of Ulunat, the Unholy First and spawn of the Rough Beast Rovagug, was not dormant at the centre of Sothis as it has been for millennia. Rather, the awakened beast rampaged through the city. The scene was as terrible as a painted bas-relief could depict — buildings were blasted and maimed citizens fled in terror. Above it all was a flying pyramid that seemed to have roused the monster from slumber.

    You’re testing your wobbling legs about a mile outside of Sothis when the first screams hit your ears. In the distance, the shining black carapace of Ulunat has sprouted 10 bladed legs and a gargantuan forehead horn, and it’s plowing sluggishly through the Old City district. Entire facades of buildings are flying, the streets beneath are cracking, and crowds of screaming residents are fleeing for their lives.

    The mural in the flying pyramid wasn’t a metaphor.

    It was a prediction, and the flying pyramid has awakened the long-defeated beast!

    Heart pounding, the weight of what you’ve brought about bearing down on your shoulders, you know there are only two things you can do.

    You’ve got to get as many citizens out of the spawn’s path as possible.

    And you’ve got to destroy Ulunat.

    Grand Lodge

    Pick your starting location; choose your location.

    During This Adventure: The scourge die is 1d10.

    When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.

    When creating the blessings deck, use only 15 blessings.

    When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.

    When you first encounter Ulunat, summon and build the location Festering Ulunat.

    During This Scenario: If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.

    For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.

    When you acquire an ally, you may display it next to the scenario.

    When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

    At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.

    Additional Rules:

    Conflagration:

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

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

    Scenario Level (#): 7

    Turn: 0 Nyctessa

    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:
    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:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

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

    Spoiler:
    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.

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

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

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

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

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

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

    Spells
    Spoiler:
    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:
    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:
    Boneshatter
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12. Ignore any monster powers that happen after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    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:
    Armor of the Sands
    MM
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

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

    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:
    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.

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

    Spoiler:
    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:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

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

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

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

    Spoiler:
    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:
    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.

    Blessings
    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 15

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 1 Olenjack/ajpopp
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 2 Athnul/Mhuirich
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 3 Raz/MauveAvengr
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 4 Mavaro/kuey:
    Spoiler:
    Hourglass Card 4 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 5 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 5 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 6 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 6 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 7 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 7 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 8 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 8 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 9 Mavaro/kuey:
    Spoiler:
    Hourglass Card 9 Mavaro/kuey
    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 Adowyn/Zalarian:
    Spoiler:
    Hourglass Card 10 Adowyn/Zalarian
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Olenjack/ajpopp:
    Spoiler:
    Hourglass Card 11 Olenjack/ajpopp
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Athnul/Mhuirich:
    Spoiler:
    Hourglass Card 12 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 13 Raz/MauveAvengr:
    Spoiler:
    Hourglass Card 13 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 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 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.

    Location #1: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, Olenjack/ajpopp, Athnul/Mhuirich, Raz/MauveAvengr, Mavaro/kuey, Conflagration (displayed)

    Location #2: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Conflagration (displayed)

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: Conflagration (displayed)

    Location #4: Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Conflagration (displayed)

    Location #5: 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: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Conflagration (displayed)

    Location #6: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Conflagration (displayed)

    Location #7: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 3 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Conflagration (displayed)


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

    Start at #4: Golden Lake.

    Athnul wrote:

    Hand: Headband of Inspired Wisdom, Clockwork Dragonling, Mighty Steed, Blessing of Asmodeus, Belt of Physical Might, Blessing of the Lord in Iron,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 3
    Used re-roll: No
    NOTES:
    Available Support: Blessings available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Nethys, Cartouche of Protection (Loot), Blessing of Angradd, Blessing of Shizuru, Dragoon, Amulet of Furious Fists, Pharaoh's Key (Loot), Blessing of Abadar, Steal Soul, Nightwalker Isra, Pious Healer, Blessing of the Oathkeeper, Ring of Energy Resistance, Hatchetbird, Blessing of Achaekek, Blessing of Gorum (4)
    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

    Favored Card: Blessing
    Role: Keen Strike Monk

    POWERS:
    Hand Size: 5 ☑ 6 ☐ 7
    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

    Raz will start at the Tooth and Hookah

    Upgrade Ebon Thorn to Skyplate Armor

    Raz wrote:

    Hand: Sunsword, Impervious Fortress Plate, Ring of Stony Flesh, Riding Horse 2,

    Displayed:
    Deck: 19 Discard: 0 Buried: 0
    Current Location: Tooth and Hookah
    Hero Points: 13
    Paizo Reroll: 3-7P not used
    NOTES:
    Available Support: Can charge in
    Blessings
    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 (UC), Blessing of the Inheritor, Blessing of Shax, Frost Lance +2 (Pal), Pegasus, Belt of Charging, Retriever (Pal), Mass Cure, Blessing of Nethys, Shieldsplitter Lance, Warhorse (UC), Warhorse (Pal), Blessing of the Oathkeeper, Retriever (UC), Fortified Breastplate, Hatchetbird, Skyplate Armor, Blessing of Gozreh
    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.

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