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

Game Master dinketry

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

Salim will start at: Location #2: Peasant Tombs

Quote:


Hand: Blessing of Pharasma,Blessing of the Gods 3,Divine Favor, Cutlass
Blessing of the Gods 2

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Notes: I literally have all my blessings in hand. Feel free to use them, but leave one for me as well(Won't be able to explore otherwise)
"
Sideboard cards:


deck handler

Mavaro will start at Location #5: Embalming Parlor

Mavaro wrote:

Hand: The Missing Eye, Cure, Planchette, Sign of the Lantern Bearer, Fan of Flames, Binder's Tome,

On Top: Blessing of the Elements (mkt)
Displayed: Curse of Vulnerability
Deck: 10 Discard: 0 Buried: 0
Folio Reroll Available: Y
Notes: If you're in my location, get +1d4 to Combat (Mental) or Charisma. Freely use his blessings. (Sign of the Lantern Bearer recharges to acquire Armor.)

Skills and Powers:
SKILLS

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

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


"
Card Descriptions:

Hand descriptions:
The Missing Eye
Spoiler:
The Missing Eye
Traits: Sword, Melee, Slashing, Magic, Veteran
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
Discard this card to add 1d6 to your Fortitude or Perception check.
Cure
Spoiler:
Cure
Traits: Magic, Divine, Healing, Basic
Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fan of Flames
Spoiler:
Fan of Flames
Traits: Magic, Arcane, Attack, Fire, Basic
Powers: On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if the bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played a spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 7 or Fortitude 5 check to recharge this card instead of discarding it.
Planchette
Spoiler:
Planchette
Traits: Object, Mental, Basic
Powers: Discard this card and choose a type of boon, then examine the top card of your location deck. If it is that type, you automatically acquire it.
After playing this card, you may succeed at a Perception 6 check to recharge this card instead of discarding it.
Binder's Tome
Spoiler:
Binder's Tome
Traits: Book, Magic, Mental
Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
Bury this card to evade your encounter.
Sign of the Lantern Bearer
Spoiler:
Sign of the Lantern Bearer
Traits: Sign
Powers: Discard this card to add 1 die to any check. If the check is against an armor, recharge this card instead.
Discard this card to explore your location. If you encounter an armor, recharge this card instead.
When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.

Displayed descriptions:
"


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

Olenjack will take th Tablet of Languages Lost and replace Amulet of Life.

I will start at 4 Surgery.

Olenjack wrote:

Hand: Troubadour, Quick-change Mask, Dredge, Gambeson, Thieves' Tools,

On Top:
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Shareable cards:

Skills and Powers:

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

POWERS
Favored Card: Ally
Hand Size: 5
Proficient with Light Armors
• You may recharge an ally to evade a bane.
• When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
• On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Cards in hand:
Gambeson
Light Armor/Basic
Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

Quick-Change Mask
Accessory/Magic
Recharge this card to recharge a random ally from your discard pile.
For your non-combat check, recharge this card to use your Diplomacy or Stealth check instead of the normal skill.

Thieves' Tools
Tool/Basic
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Dredge
Halfling/Rogue/Aspis
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Troubadour
Halfling/Basic
Recharge this card to add 1d6 to your non-combat Dexterity or Charisma check.
Discard this card to explore your location.

Grand Lodge

During This Adventure: The scourge die is 1d4+1.

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

During This Scenario: At the start of the scenario, each character suffers a scourge.

At the end of your turn, you may examine the top card of your location deck.

Additional Rules:

Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Turn: 1, Athnul/Mhuirich

Scourge Table:

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

Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Random Cards:

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

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

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

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

    Spoiler:
    Bonecrusher Hyenamaster
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Barriers
    Spoiler:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8 During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.

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

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

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

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

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

    Spoiler:
    Glacial Khopesh +1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

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

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), None

    Crypt Card 1:
    Tussah Silk Coat
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

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

    Crypt Card 3:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8 The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Crypt Card 4:
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Crypt Card 5:
    Collapsing Scaffolding
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

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

    Crypt Card 7:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Crypt Card 8:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Crypt Card 9:
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Crypt Card 10:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Salim/Sonor* (CURSED), None

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

    Peasant Tombs Card 2:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Peasant Tombs Card 3:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Peasant Tombs Card 5:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

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

    Peasant Tombs Card 7:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

    Peasant Tombs Card 9:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Peasant Tombs Card 10:
    Neb-at
    Ally 1
    Traits:
    Human
    Smuggler To Acquire:
    Charisma
    Diplomacy 6 Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Location #3: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr* (CURSED), None

    Scorched Ruins Card 1:
    Shotel
    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.

    Scorched Ruins Card 2:
    The First Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

    Scorched Ruins Card 3:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Scorched Ruins Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Trapped Locker
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11 If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

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

    Scorched Ruins Card 10:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8 When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Olenjack/ajpopp* (CURSED), None

    Surgery Card 1:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Surgery Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Surgery Card 3:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Surgery Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Surgery Card 5:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

    Surgery Card 7:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 8:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 10:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), Adowyn/Zalarian* (CURSED), None

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

    Embalming Parlor Card 2:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Embalming Parlor Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

    Embalming Parlor Card 5:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

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

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

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

    Embalming Parlor Card 9:
    Dance of the Dead
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Embalming Parlor Card 10:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #6: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes Card 3:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

    Precinct of Left Eyes Card 7:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

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

    Precinct of Left Eyes Card 10:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1:
    Vented Plate Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Stonework Passages Card 2:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

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

    Stonework Passages Card 4:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Stonework Passages Card 5:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

    Stonework Passages Card 7:
    Find Traps
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Stonework Passages Card 9:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 10:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


    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: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 1 - Blessing of Wadjet

    SOT: None
    Give Card: None
    Move: Stay at #1: Crypt

    Explore: Tussah Silk Coat, Armor C, Con/For 4

    Tussah Silk Coat:

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

    Reveal BoG copying Wadjet to add d4 to check: d10 + 2 + d4 = auto-success. Discard Falconer to examine next card: Acid Flask. Will encounter.

    Explore: Acid Flask, Item B, Int/Craft 5

    Acid Flask:

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

    Reveal BoG to add d4.

    Int 5: 1d4 + 1d4 ⇒ (2) + (3) = 5 - Acquired.

    Discard Quartermaster to explore again.

    Explore: Enchanter, Monster C, Combat 8 + 1

    Enchanter:

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

    Discard Acid Flask for Force damage. Recharge BoG to add Wisdom + Bludgeoning.

    Combat 9: 1d6 + 2 + 1d10 + 1 ⇒ (5) + 2 + (3) + 1 = 11 - Defeated.

    Discard Tussah Silk Coat for Fire damage.

    EOT: Examine location: Alchemical Gas. Reset hand. Recharge random card from hand: 1d5 ⇒ 3 - Conch Shell.

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Mastiff, Blessing of the Gods 1, Blessing of the Samurai 3,

    Displayed: Curse of Poisoning,
    Deck: 10 Discard: 4 Buried: 0
    Notes: Save at least one blessing for evasion.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    Powers:
    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. ([X] Then you may recharge that blessing to explore your location.)

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of Daybane
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Athnul - Crypt 4-10 remain // 4=Alchemical Gas
    Salim - Peasant Tombs 1-10 remain
    Raz - Scorched Ruins 1-10 remain
    Surgery 1-10 remain
    Mavaro, Adowyn - Embalming Parlor 1-10 remain
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Stonework Passages 1-10 remain

    Grand Lodge

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 2, Raz/MauveAvengr

    Scourge Table:

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

    Random Cards:

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

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

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

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

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

    Barriers
    Spoiler:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6 If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

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

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

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

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

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

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

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

    Spoiler:
    Cat's Claws
    Weapon C
    Traits:
    Accessory
    Melee
    Piercing
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

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

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

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

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

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

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

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

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

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

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

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

    Items
    Spoiler:
    Anubis Staff
    Item 1
    Traits:
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis To Acquire:
    Arcane
    Divine 6 For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.

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

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

    Spoiler:
    Crowbar
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

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

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

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

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

    Spoiler:
    Tarworks Master
    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:
    Idorii
    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.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 28

    Blessings Deck

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

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), None

    Crypt Card 1 (Alchemical Gas):
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Crypt Card 2:
    Collapsing Scaffolding
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

    Crypt Card 3:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Crypt Card 4:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Crypt Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

    Crypt Card 7:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Salim/Sonor* (CURSED), None

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

    Peasant Tombs Card 2:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Peasant Tombs Card 3:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Peasant Tombs Card 5:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

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

    Peasant Tombs Card 7:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

    Peasant Tombs Card 9:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Peasant Tombs Card 10:
    Neb-at
    Ally 1
    Traits:
    Human
    Smuggler To Acquire:
    Charisma
    Diplomacy 6 Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Location #3: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr* (CURSED), None

    Scorched Ruins Card 1:
    Shotel
    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.

    Scorched Ruins Card 2:
    The First Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

    Scorched Ruins Card 3:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Scorched Ruins Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Trapped Locker
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11 If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

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

    Scorched Ruins Card 10:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8 When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Olenjack/ajpopp* (CURSED), None

    Surgery Card 1:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Surgery Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Surgery Card 3:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Surgery Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Surgery Card 5:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

    Surgery Card 7:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 8:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 10:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), Adowyn/Zalarian* (CURSED), None

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

    Embalming Parlor Card 2:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Embalming Parlor Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

    Embalming Parlor Card 5:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

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

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

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

    Embalming Parlor Card 9:
    Dance of the Dead
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Embalming Parlor Card 10:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #6: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes Card 3:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

    Precinct of Left Eyes Card 7:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

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

    Precinct of Left Eyes Card 10:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1:
    Vented Plate Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Stonework Passages Card 2:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

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

    Stonework Passages Card 4:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Stonework Passages Card 5:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

    Stonework Passages Card 7:
    Find Traps
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Stonework Passages Card 9:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 10:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 2 - Blessing of Horus

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

    SOT: None
    Give Card: None
    Move: Stay at #3: Scorched Ruins

    Explore: Top card of blessing discard does not have basic trait so have free explore. Explore: shotel

    Shotel:
    Shotel
    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.

    Will use Diplomacy to acquire shotel

    Diplomacy 7: 1d10 + 3 ⇒ (3) + 3 = 6

    Not acquired. Will discard Blessing of the Gods 1 to explore again.

    Explore 2: The First Law

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

    Will display this next to scenario. Keeping horse in hand. No more exploration.

    EOT: Examine location: Shock Elemental

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

    Raz wrote:

    Hand: Riding Horse 1, Lance, Remove Curse, Eagle Knight Dress Uniform,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 4 [ ] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    Card Descriptions:
    Hand descriptions: Riding Horse 1
    Spoiler:
    Riding Horse 1
    Traits: Animal Mount Basic
    Powers: At the end of your turn, discard this card to move yourself and another character at your location to another location.
    Discard this card to explore your location.
    Eagle Knight Dress Uniform
    Spoiler:
    Eagle Knight Dress Uniform
    Traits: Heavy Armor Veteran
    Powers: Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Lance
    Spoiler:
    Lance
    Traits: Polearm Melee Piercing 2-Handed Elite
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8.
    Remove Curse
    Spoiler:
    Remove Curse
    Traits: Magic Arcane Divine Basic
    Powers: Recharge this card to banish a displayed card that has the Curse traits.
    Recharge: After playing this card, if you do not have either the Arcane or Divine skill, banish it.
    Displayed descriptions:


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

    Out of turn update: Raz will recharge Remove Curse to banish Curse of Daybane on herself.

    Raz wrote:

    Hand: Riding Horse 1, Lance, Eagle Knight Dress Uniform,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 4 [ ] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    Card Descriptions:
    Hand descriptions: Riding Horse 1
    Spoiler:
    Riding Horse 1
    Traits: Animal Mount Basic
    Powers: At the end of your turn, discard this card to move yourself and another character at your location to another location.
    Discard this card to explore your location.
    Eagle Knight Dress Uniform
    Spoiler:
    Eagle Knight Dress Uniform
    Traits: Heavy Armor Veteran
    Powers: Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Lance
    Spoiler:
    Lance
    Traits: Polearm Melee Piercing 2-Handed Elite
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8.
    Displayed descriptions:

    Grand Lodge

    THE FIRST LAW IS ACTIVE!

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • The First Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 3, Salim/Sonor

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

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

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

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

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

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

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

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

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

    Spoiler:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6 If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Weapons
    Spoiler:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

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

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

    Spoiler:
    Whip
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

    Spoiler:
    Viper Strike
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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


    Spoiler:
    Crowbar
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

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

    Spoiler:
    Djinn Favor Amulet
    Item 1
    Traits:
    Accessory
    Magic
    Healing To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

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

    Allies
    Spoiler:
    Caravan Guard
    Ally B
    Traits:
    Human
    Hireling
    Elite To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 27

    Blessings Deck

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

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), None

    Crypt Card 1 (Alchemical Gas):
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Crypt Card 2:
    Collapsing Scaffolding
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

    Crypt Card 3:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Crypt Card 4:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Crypt Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

    Crypt Card 7:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Salim/Sonor* (CURSED), None

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

    Peasant Tombs Card 2:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Peasant Tombs Card 3:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Peasant Tombs Card 5:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

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

    Peasant Tombs Card 7:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

    Peasant Tombs Card 9:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Peasant Tombs Card 10:
    Neb-at
    Ally 1
    Traits:
    Human
    Smuggler To Acquire:
    Charisma
    Diplomacy 6 Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Location #3: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

    Scorched Ruins Card 1 (Shock Elemental):
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Scorched Ruins Card 2:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 3:
    Trapped Locker
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11 If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Scorched Ruins Card 4:
    Acid Jet
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Scorched Ruins Card 7:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

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

    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Olenjack/ajpopp* (CURSED), None

    Surgery Card 1:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Surgery Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Surgery Card 3:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Surgery Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Surgery Card 5:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

    Surgery Card 7:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 8:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 10:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), Adowyn/Zalarian* (CURSED), None

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

    Embalming Parlor Card 2:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Embalming Parlor Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

    Embalming Parlor Card 5:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

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

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

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

    Embalming Parlor Card 9:
    Dance of the Dead
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Embalming Parlor Card 10:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Location #6: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes Card 3:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

    Precinct of Left Eyes Card 7:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

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

    Precinct of Left Eyes Card 10:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1:
    Vented Plate Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Stonework Passages Card 2:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

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

    Stonework Passages Card 4:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Stonework Passages Card 5:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

    Stonework Passages Card 7:
    Find Traps
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Stonework Passages Card 9:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 10:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


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

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

    Give Card: None
    Move: Stay at peasant tombs

    Out of Turn Updates: None
    Turn: Turn 3 - Blessing of Wadjet(Non Basic)

    Discover 1

    Collapsing Scaffolding:

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

    Check 1) DC 4 Dexterity: 1d8 + 1 ⇒ (4) + 1 = 5
    i have nothing to lose, so I'll use a blessing
    Check 2) DC 7 Dexterity: 2d8 + 1 ⇒ (1, 5) + 1 = 7

    It's early in the game, i rather not push too hard

    EOT: Examine top card and reset hand

    Top card of Peasant Tombs:

    Kopis:

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

    My current hand:

    Blessing of Pharasma
    Blessing of the Gods 3
    Divine Favor
    Cutlass
    Stalking Armor

    Discard and buried:

    Discarded:
    Blessing of the Gods 2
    Buried:
    none

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Additional Info 2: THE FIRST LAW
    Athnul - Crypt 1-7 remain // 1=Alchemical Gas
    Salim - Peasant Tombs 2-10 remain // 2=Kopis
    Raz - Scorched Ruins 1-8 remain // 1=Shock Elemental
    Surgery 1-10 remain
    Mavaro, Adowyn - Embalming Parlor 1-10 remain
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Stonework Passages 1-10 remain

    Grand Lodge

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • The First Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 4, 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:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Fire Kukri +1
    Weapon 1
    Traits:
    Knife
    Melee
    Slashing
    Fire
    Magic
    Elite
    Finesse To Acquire:
    Strength
    Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    On your combat check, if you played another weapon, discard this card to add 1d4.


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

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

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

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

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

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

    Spoiler:
    Immolate
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

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

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

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

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

    Spoiler:
    Proxy Armor 1
    Armor B
    Traits: To Acquire:
    Proxy 1 This is a proxy for an armor

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

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

    Spoiler:
    Flame Staff
    Item B
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Spoiler:
    Crowbar
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Stone Weasel
    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.

    Spoiler:
    Camel
    Ally B
    Traits:
    Animal
    Mount
    Basic To Acquire:
    Wisdom
    Survival 7 Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 26

    Blessings Deck

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

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), None

    Crypt Card 1 (Alchemical Gas):
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Crypt Card 2:
    Collapsing Scaffolding
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7 If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

    Crypt Card 3:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

    Crypt Card 4:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Crypt Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

    Crypt Card 7:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Salim/Sonor* (CURSED), None

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

    Peasant Tombs Card 2:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Peasant Tombs Card 3:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Peasant Tombs Card 4:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

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

    Peasant Tombs Card 6:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Peasant Tombs Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

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

    Peasant Tombs Card 9:
    Neb-at
    Ally 1
    Traits:
    Human
    Smuggler To Acquire:
    Charisma
    Diplomacy 6 Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Location #3: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

    Scorched Ruins Card 1 (Shock Elemental):
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Scorched Ruins Card 2:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 3:
    Trapped Locker
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11 If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Scorched Ruins Card 4:
    Acid Jet
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Scorched Ruins Card 7:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

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

    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Olenjack/ajpopp* (CURSED), None

    Surgery Card 1:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Surgery Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Surgery Card 3:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Surgery Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Surgery Card 5:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

    Surgery Card 7:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 8:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 10:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), Adowyn/Zalarian* (CURSED), None

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

    Embalming Parlor Card 2:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Embalming Parlor Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

    Embalming Parlor Card 5:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

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

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

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

    Embalming Parlor Card 9:
    Dance of the Dead
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Embalming Parlor Card 10:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #6: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes Card 3:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

    Precinct of Left Eyes Card 7:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

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

    Precinct of Left Eyes Card 10:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1:
    Vented Plate Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Stonework Passages Card 2:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

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

    Stonework Passages Card 4:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Stonework Passages Card 5:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

    Stonework Passages Card 7:
    Find Traps
    Spell B
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Stonework Passages Card 9:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 10:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


    deck handler

    Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
    Out of Turn Updates: Nil
    Turn: Turn 4: Blessing of Pharasma
    SOT: Nil
    Give Card: Nil
    Move: Location #5: Embalming Parlor
    Explore:

    #1: Kohl of Uncanny Discernment:

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

    Perception DC6: 1d8 + 2 ⇒ (7) + 2 = 9 ==> Acquired

    Discard Kohl of Uncanny Discernment (acq) to examine top 2 cards ==> Dry Quicksand, and Plague Zombie. Put Plague Zombie on top.
    Discard Sign of the Lantern Bearer to explore again.

    #3: Plague Zombie:

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

    Reveal The Missing Eye. Discard Fan of Flames for +1d6.
    Combat 11: 1d8 + 2 + 1d8 + 1 + 1d6 ⇒ (5) + 2 + (1) + 1 + (2) = 11 ==> Defeated.
    First Law: Knowledge DC11: 1d8 + 2 + 11 ⇒ (2) + 2 + 11 = 15 ==> Passed.
    Recharge Planchette to bring Spellbook to top of deck.
    Recharge Arcane DC7: 1d8 + 2 ⇒ (1) + 2 = 3 ==> Failed.

    End turn. Examine top card ==> Dry Quicksand
    Reset hand.

    Mavaro wrote:

    Hand: The Missing Eye, Cure, Spellbook, Locate Object, Chronicler, Binder's Tome,

    On Top: Blessing of the Elements (mkt)
    Displayed: Curse of Vulnerability,
    Deck: 8 Discard: 3 Buried: 0
    Folio Reroll Available: Y
    Notes: If you're in my location, get +1d4 to Combat (Mental) or Charisma.

    Skills and Powers:
    SKILLS

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

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


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Locate Object
    Spoiler:
    Locate Object
    Traits: Magic, Arcane, Divine
    Powers: Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Spellbook
    Spoiler:
    Spellbook
    Traits: Book, Magic, Basic
    Powers: Reveal this card to add 1d4 to your Intelligence or Arcane non-combat check.
    Discard this card to recharge a random spell from your discard pile.
    Binder's Tome
    Spoiler:
    Binder's Tome
    Traits: Book, Magic, Mental
    Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
    Bury this card to evade your encounter.
    Chronicler
    Spoiler:
    Chronicler
    Traits: Human, Arcanist, Basic
    Powers: Recharge this card to add 1d6 to your Diplomacy or Knowledge check; if you reveal a card that has the Book trait, you may reveal this card instead.
    Discard this card to explore your location.

    Displayed descriptions:
    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Additional Info 2: THE FIRST LAW
    Athnul - Crypt 1-7 remain // 1=Alchemical Gas
    Salim - Peasant Tombs 1-9 remain // 1=Kopis
    Raz - Scorched Ruins 1-8 remain // 1=Shock Elemental
    Surgery 1-10 remain
    Mavaro, Adowyn - Embalming Parlor 2,4-10 remain // 2=Dry Quicksand
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Stonework Passages 1-10 remain


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

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

    Turn: 5 - Blessings Deck Card 1 / Blessing of the Elements
    SOT: Leryn will examine top card of location (Embalming Parlor Card 2: Dry Quicksand)
    Give Card: Give Blessing of the Green Faith to Mavaro
    "The way you research things are quite odd but effective. Please study this and see what you can do with it and use it for that quicksand."
    Checks to Acquire BotGreenFaith: Wisdom, Divine, Survival

    Move: Embalming Parlor -> Stonework Passages
    Explore: Stonework Passages Card 1: Vented Plate Mail

    Constitution Check DC 9: 1d6 ⇒ 6 No Success

    Vented Plate Mail :

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

    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
    Stonework Passages Card 2: Velriana Unborn
    Stonework Passages Card 3: Stabbing Spear Staircase

    Reminder of Scenario changes:
    Acid damage if not reduced incurs scourge
    Examine EOT top loc card

    EOT: Examine top card (Stonework Passages Card 2: Velriana Unborn)
    End Turn and Reset hand revealing any plants as necessary

    Curse of Poisoning; Leryn is always card 1 if in hand: 1d7 ⇒ 7 Fox is recharged

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

    Adowyn wrote:

    Hand: w3Light Crossbow, Scarab Buckler, Dog, Goblin Vine, 1 BoAncients

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

    Sideboard cards: s1Fiery Glare, Crocodile Skin Armor, 1 BotGreenFaith;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w2Wendifisa Spear w1Shock Longbow +1 S2Cure I1ABCompass Archer's Bracers Crow 1 BotElements 2 BoAncients Remove Curse
    Recharged: Fox
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    - Ranged: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    - Perception<Cohort>: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2
    Favored Card: Ally
    Hand Size: 5 [X] 6
    Proficient With: Light Armors / Weapons

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

    Spoiler:

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

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability, has 1 BotGreenFaith from Adowyn
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Additional Info 2: THE FIRST LAW
    Athnul - Crypt 1-7 remain // 1=Alchemical Gas
    Salim - Peasant Tombs 1-9 remain // 1=Kopis
    Raz - Scorched Ruins 1-8 remain // 1=Shock Elemental
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 2,4-10 remain // 2=Dry Quicksand
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Adowyn - Stonework Passages 2-10 remain // Top card = villain next card = barrier


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of turn updates: none
    Turn: Turn 6 – Blessing 2/Blessing of the Elements
    SOT: nil
    Give card: nil
    Move: move to #1 Crypt

    Curse of Daybane:

    Curse/Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.

    I’m moving to the Crypt to take care of the Alchemical Gas.
    First I will display my Gambeson. That’s nifty—I can just leave it displayed until needed.
    The blessing is Basic, so I have to discard the Troubadour to explore. Grr.

    Explore 1: Encounter Alchemical Gas. Int, Disable, Craft 7 to defeat. I will reveal Thieves’ Tools for an extra die.
    Disable 7: 2d8 + 2 ⇒ (1, 4) + 2 = 7
    Success. Barely. Alchemical Gas is banished.

    That’s all the exploration for this turn. I want to save Dredge in case I find a boon.

    EOT Examine the top card of the location deck to find…Collapsing Scaffolding. Athnul, it’s all yours! (Though by rules, I can do one of the checks if you’d like. My Perception is 1d6+2.)
    Reset hand.

    Olenjack wrote:

    Hand: Blessing of Abadar, Quick-change Mask, Dredge, Tablet of Languages Lost, Thieves' Tools,

    On Top:
    Displayed: Curse of Daybane, Gambeson,
    Deck: 9 Discard: 1 Buried: 0
    Notes:
    Shareable cards:

    Skills and Powers:

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

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Cards in hand:
    Tablet of Languages Lost
    Object/Magic
    After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
    Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

    Quick-Change Mask
    Accessory/Magic
    Recharge this card to recharge a random ally from your discard pile.
    For your non-combat check, recharge this card to use your Diplomacy or Stealth check instead of the normal skill.

    Thieves' Tools
    Tool/Basic
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

    Dredge
    Halfling/Rogue/Aspis
    When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

    Blessing of Abadar
    Divine/Abadar
    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.

    Displayed cards:
    Gambeson
    Light Armor/Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

    Curse of Daybane
    Curse/Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability, has 1 BotGreenFaith from Adowyn
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Additional Info 2: THE FIRST LAW
    Athnul, Olenjack - Crypt 2-7 remain
    Salim - Peasant Tombs 1-9 remain // 1=Kopis
    Raz - Scorched Ruins 1-8 remain // 1=Shock Elemental
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 2,4-10 remain // 2=Dry Quicksand
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Adowyn - Stonework Passages 2-10 remain // Top card = villain, next card = barrier

    Grand Lodge

    THE FIRST LAW IS ACTIVE!

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • The First Law:

    Barrier 1
    Traits: Trigger Curse Law Elite
    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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 7, 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:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

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

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

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

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

    Barriers
    Spoiler:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6 If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

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

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

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

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

    Weapons
    Spoiler:
    Glacial Khopesh +1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Spoiler:
    Whip
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

    Spoiler:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

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

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

    Spoiler:
    Lightning Touch
    Spell C
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    Basic To Acquire:
    Intelligence
    Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

    Items
    Spoiler:
    Lottery Urn
    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:
    Antitoxin
    Item B
    Traits:
    Liquid
    Poison
    Alchemical
    Basic To Acquire:
    Intelligence
    Knowledge
    Craft 5 Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

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

    Spoiler:
    Wing of Horus
    Item B
    Traits:
    Trigger
    Object
    Magic
    Horus To Acquire:
    Dexterity
    Knowledge
    Divine 6 When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

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

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

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

    Spoiler:
    Pahmet Clansman
    Ally C
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Spoiler:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Spoiler:
    Camel
    Ally B
    Traits:
    Animal
    Mount
    Basic To Acquire:
    Wisdom
    Survival 7 Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 23

    Blessings Deck

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

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich, Olenjack/ajpopp, None

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

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

    Crypt Card 3:
    Coffer Corpse
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Crypt Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

    Crypt Card 6:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Salim/Sonor, None

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

    Peasant Tombs Card 2:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Peasant Tombs Card 3:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Peasant Tombs Card 4:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

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

    Peasant Tombs Card 6:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Peasant Tombs Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

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

    Peasant Tombs Card 9:
    Neb-at
    Ally 1
    Traits:
    Human
    Smuggler To Acquire:
    Charisma
    Diplomacy 6 Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Location #3: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

    Scorched Ruins Card 1 (Shock Elemental):
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Scorched Ruins Card 2:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 3:
    Trapped Locker
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11 If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Scorched Ruins Card 4:
    Acid Jet
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Scorched Ruins Card 7:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

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

    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Surgery Card 1:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Surgery Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Surgery Card 3:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Surgery Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Surgery Card 5:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

    Surgery Card 7:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 8:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 10:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.
    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey, None

    Embalming Parlor Card 1 (Dry Quicksand):
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

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

    Embalming Parlor Card 3:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Embalming Parlor Card 4:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Embalming Parlor Card 6:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Embalming Parlor Card 7:
    Dance of the Dead
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Embalming Parlor Card 8:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #6: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes Card 3:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

    Precinct of Left Eyes Card 7:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

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

    Precinct of Left Eyes Card 10:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    Stonework Passages Card 1 (Velriana Unborn):
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Stonework Passages Card 2 (Stabbing Spear Staircase):
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

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

    Stonework Passages Card 4:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Stonework Passages Card 5:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6 If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

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

    Stonework Passages Card 7:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Stonework Passages Card 8:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 9:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


    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: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 7 - Blessing of the Elements

    SOT: None
    Give Card: None
    Move: Stay at #1: Crypt

    Explore: Collapsing Scaffolding, Barrier B, Dex/Acro/Percept 4 THEN Dex/Acro/Percept 7

    Collapsing Scaffolding:

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

    I'll have Olenjack do the first Perception check to ensure the first check is lower, and use Blessing of the Gods on my own check, which has lower odds.
    Olenjack Perception 4: 1d6 + 2 ⇒ (3) + 2 = 5 - Success
    Athnul Perception 7: 2d10 + 3 ⇒ (7, 1) + 3 = 11 - Success

    Discard Mastiff to explore.

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

    Burglar's Buckler:

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

    Fort 6: 1d10 + 2 ⇒ (2) + 2 = 4 - Failed.

    EOT: Examine location: Coffer Corpse. Reset hand. Recharge random card from hand: 1d5 ⇒ 5 - Blessing of the Samurai.

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Camel, Kohl of Uncanny Discernment, Blessing of the Gods 3,

    Displayed: Curse of Poisoning,
    Deck: 8 Discard: 6 Buried: 0
    Notes: Save at least one blessing for evasion.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    Powers:
    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. ([X] Then you may recharge that blessing to explore your location.)

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability, has 1 BotGreenFaith from Adowyn
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Additional Info 2: THE FIRST LAW
    Athnul, Olenjack - Crypt 3-6 remain // 3=Coffer Corpse
    Salim - Peasant Tombs 1-9 remain // 1=Kopis
    Raz - Scorched Ruins 1-8 remain // 1=Shock Elemental
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 2,4-10 remain // 2=Dry Quicksand
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Adowyn - Stonework Passages 2-10 remain // Top card = villain, next card = barrier


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 8 -

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

    SOT: None
    Give Card: None
    Move: Stay at #3: Scorched Ruins

    Explore: Shock Elemental

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

    Will use lance to use melee + 1d8. Can also reveal riding horse (has mount trait) to ignore 2-handed trait on lance and add another 1d8 on first combat check.
    Does not have bludgeoning trait so difficulty increases by 2.

    Combat 9+2=11: 1d8 + 2 + 1d8 + 1d8 ⇒ (6) + 2 + (3) + (7) = 18

    Demolish shock elemental. Doesn't have fire trait. Will discard riding horse to explore again.

    Will need to check The First Law

    The First Law:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    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.

    Wisdom 18: 1d6 + 11 ⇒ (2) + 11 = 13

    Don't succeed so The First Law is banished and Raz suffers Curse of the Ravenous

    Curse of the Ravenous:
    Curse of the Ravenous
    Traits: Curse
    Powers: 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.

    "A plague of famine upon the nation!"

    Explore 2: Aghash

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

    Good thing I explored! Examining doesn't sound pleasant. Will use lance. Can't reveal mount to add extra damage, but will discard top card of deck to add 1d6+1. Discard recruit.

    Combat 11+2=13: 1d8 + 2 + 1d8 + 1d6 + 1 ⇒ (6) + 2 + (7) + (2) + 1 = 18

    Defeated. To close: summon and acquire random weapon. Summon: Glacial Khopesh +1

    Glacial Khopesh+1:
    Glacial Khopesh+1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Will use diplomacy to acquire weapon. Discard top card of deck to add 1d6+1. Riding horse 2, so card is recharged instead

    Diplomacy 9: 1d10 + 3 + 1d6 + 1 ⇒ (5) + 3 + (6) + 1 = 15

    Weapon acquired. It's fairly good so will keep it in hand. Discard lance (after checking Curse of Ravenous).

    EOT: Need to check Curse of Ravenous. Location is closed

    Curse: 1d4 ⇒ 3

    Bury all weapons and spells in discard. Have no weapons or spells in discard (yet) so Raz is all good to go.

    Raz wrote:

    Hand: Glacial Khopesh+1, Blessing of the Gods 2, Blessing of Iomedae, Eagle Knight Dress Uniform,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 4 [ ] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    Card Descriptions:
    Hand descriptions: Blessing of the Gods 2
    Spoiler:
    Blessing of the Gods 2
    Traits: Divine Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessing of Iomedae
    Spoiler:
    Blessing of Iomedae
    Traits: Divine Iomedae
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Charisma non-combat check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessing discard pile, recharge this card instead of discarding it.
    Eagle Knight Dress Uniform
    Spoiler:
    Eagle Knight Dress Uniform
    Traits: Heavy Armor Veteran
    Powers: Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Displayed descriptions:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability, has 1 BotGreenFaith from Adowyn
    Notes for Raz: Curse of the Ravenous
    Random Card(s) Used: Weapon: 1
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Athnul, Olenjack - Crypt 1-6 remain // 3=coffee corpse
    Salim - Peasant Tombs 1-9 remain // 1=Kopis
    Raz - Scorched Ruins CLOSED
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 1-8 remain // 1=Dry Quicksand
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Adowyn - Stonework Passages 1-9 remain // Top card = villain, next card = barrier


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 9 - Blessing of the Elements (basic)

    Sadly, i got hit with the basic blessing :(

    I'll discard my BotG 3 to disover

    Discover 1

    Kopis:

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

    DC 5 Dexterity to acquire: 1d8 + 1 ⇒ (7) + 1 = 8

    Kopis acquired.

    The team is doing good

    We are doing good so far, so I'll discard my other blessing and discover again, to push the location

    Discover 2

    Aghash:

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

    Crap. The henchman. Oh well

    (Attack with Cutlass and discard, plus additionally discard kopis)
    DC 13 Combat to defeat: 1d8 + 2 + 1d6 + 1d8 + 1d4 ⇒ (8) + 2 + (5) + (7) + (4) = 26

    To close the location, I'll bury divine favor.

    Since i killed a monster, I'll randomly recharge a card: BotG 2

    EOT: Reset hand

    Current Hand:

    Blessing of the Gods 2
    Grave Tender
    Athlete
    Spyglass
    Stalking Armor

    Discard and buried:

    Blessing of the Gods 3
    Kopis
    Cutlass
    Blessing of Pharasma
    Buried:
    Divine favor

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability, has 1 BotGreenFaith from Adowyn
    Random Card(s) Used: Weapon: 1
    Additional Info 1: non-reduced acid & examine top card your loc EOT

    Athnul, Olenjack - Crypt 1-6 remain // 3=coffee corpse
    Salim - Peasant Tombs CLOSED 2-9 remain
    Raz - Scorched Ruins CLOSED
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 1-8 remain // 1=Dry Quicksand
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Adowyn - Stonework Passages 1-9 remain // Top card = villain, next card = barrier


    deck handler

    Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
    Out of Turn Updates: Receive Blessing of the Green Faith (Adowyn) during Adowyn's turn
    Turn: Turn 10: Blessing of Thoth
    SOT: Nil
    Give Card: Nil
    Move: Stay at Location #5: Embalming Parlor
    Explore:

    #1: Dry Quicksand:

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

    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Wisdom DC9: 1d8 + 2 + 1d4 + 1d6 ⇒ (6) + 2 + (3) + (3) = 14 ==> Defeated

    Discard Locate Object to examine deck until find boon ==>

    #2: Ring of Rejection:

    Item P
    Traits:
    Accessory
    Magic To Acquire:
    Constitution 1 Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.

    Auto-acquired.
    Shuffle deck.
    Recharge Ring of Rejection (acq) to bring Blessing of the Spellbound 1 to top of deck.
    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Recharge: Divine DC8: 1d8 + 2 + 1d4 + 1d6 ⇒ (4) + 2 + (2) + (3) = 11 ==> Recharged

    Discard Cure for Raz to shuffle 1d4 + 1 ⇒ (1) + 1 = 2 cards from discard into hand.
    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Recharge: Divine DC8: 1d8 + 2 + 1d4 + 1d6 ⇒ (7) + 2 + (1) + (3) = 13 ==> Recharged

    End turn. Examine top card, which is Card #1d6 + 2 ⇒ (3) + 2 = 5 ==> Blessing of Khepri.
    Reset hand.

    Mavaro wrote:

    Hand: The Missing Eye, Spellbook, Chronicler, Binder's Tome, Blessing of the Green Faith (Adowyn), Cure,

    On Top: Blessing of the Spellbound 1
    Displayed: Curse of Vulnerability,
    Deck: 10 Discard: 3 Buried: 0
    Folio Reroll Available: Y
    Notes: Please use Blessing of the Green Faith as it recharges for you. If you're in my location, get +1d4 to Combat (Mental) or Charisma.

    Skills and Powers:
    SKILLS

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

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


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Spellbook
    Spoiler:
    Spellbook
    Traits: Book, Magic, Basic
    Powers: Reveal this card to add 1d4 to your Intelligence or Arcane non-combat check.
    Discard this card to recharge a random spell from your discard pile.
    Binder's Tome
    Spoiler:
    Binder's Tome
    Traits: Book, Magic, Mental
    Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
    Bury this card to evade your encounter.
    Chronicler
    Spoiler:
    Chronicler
    Traits: Human, Arcanist, Basic
    Powers: Recharge this card to add 1d6 to your Diplomacy or Knowledge check; if you reveal a card that has the Book trait, you may reveal this card instead.
    Discard this card to explore your location.
    Blessing of the Green Faith (Adowyn)
    Spoiler:
    Blessing of the Green Faith (Adowyn)
    Traits: Divine, Basic
    Powers: Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to another character's check.
    Discard this card to explore your location.

    Displayed descriptions:
    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Adowyn: Curse of Poisoning
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous.
    Notes for Salim: Curse of Daybane
    Notes for Mavaro: Curse of Vulnerability
    Random Card(s) Used: Weapon: 1
    Additional Info 1: non-reduced acid & examine top card your loc EOT

    Athnul, Olenjack - Crypt 1-6 remain // 3=coffee corpse
    Salim - Peasant Tombs CLOSED
    Raz - Scorched Ruins CLOSED
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 5, random(3-4,6-8) remain // 5=Blessing of Khepri
    Precinct of Left Eyes 1-10 remain
    Mausoleum 1-10 remain
    Adowyn - Stonework Passages 1-9 remain // Top card = villain, next card = barrier

    Grand Lodge

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Curse of the Ravenous
    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.

  • Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 11, 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:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9 When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

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

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

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

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

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

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

    Spoiler:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8 During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.

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

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

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

    Spoiler:
    Bolas
    Weapon C
    Traits:
    Chain
    Ranged
    Bludgeoning
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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

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

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

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

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

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

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

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

    Spoiler:
    Armored Coat
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

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

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

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

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

    Spoiler:
    Compass
    Item B
    Traits:
    Object
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 19

    Blessings Deck

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

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), Olenjack/ajpopp* (CURSED), None

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

    Crypt Card 2:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Crypt Card 3:
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Crypt Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/Sonor* (CURSED), None

    Location #3: Scorched Ruins
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raz/MauveAvengr* (CURSED), None

    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Surgery Card 1:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Surgery Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Surgery Card 3:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Surgery Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Surgery Card 5:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

    Surgery Card 7:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 8:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 10:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.
    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), None

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

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

    Embalming Parlor Card 3:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Embalming Parlor Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Embalming Parlor Card 5:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    Location #6: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Precinct of Left Eyes Card 2:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Precinct of Left Eyes Card 3:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

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

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

    Precinct of Left Eyes Card 7:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

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

    Precinct of Left Eyes Card 10:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Adowyn/Zalarian* (CURSED), None

    Stonework Passages Card 1 (Velriana Unborn):
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Stonework Passages Card 2 (Stabbing Spear Staircase):
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

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

    Stonework Passages Card 4:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Stonework Passages Card 5:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6 If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

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

    Stonework Passages Card 7:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Stonework Passages Card 8:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 9:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


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

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

    Turn: 11 - Blessings Deck Card 0 / Blessing of the Elements
    SOT: Leryn will examine top card of location (Stonework Passages Card 1 (Velriana Unborn))
    Give Card: None
    Move: Stonework Passages -> Precinct of Left Eyes

    Explore: Precinct of Left Eyes Card 1: Osirion History Guide

    Wisdom Check DC 3: 1d8 ⇒ 2 No Success - Book is banished

    Osirion History Guide:

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

    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
    Precinct of Left Eyes Card 2: Bonecrusher Hunter Trigger
    Next card - TBD after Trigger

    Mavaro will recharge Blessing of the Green

    Light Crossbow Combat Check DC 9+3=12: 1d10 + 1d8 + 4 + 1d10 ⇒ (1) + (1) + 4 + (3) = 9 Not Quite
    Light Crossbow Combat Check DC 9+3=12 PAIZO REROLL: 1d10 + 8 ⇒ (10) + 8 = 18
    After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

    Bonecrusher Hunter :

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

    Next card - Precinct of Left Eyes Card 3: Shock Lizard

    Will display Leryn and discard dog to explore

    Survival Check DC 4: 1d8 + 2 ⇒ (5) + 2 = 7 Success

    Shock Lizard:

    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    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
    Precinct of Left Eyes Card 4: Spelldagger
    Precinct of Left Eyes Card 5: Blessing of Nethys

    Will discard Shock Lizard to explore again.
    Ranged Check DC 4: 1d10 + 4 ⇒ (10) + 4 = 14 Auto Success

    Spelldagger:

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

    Will recharge Blessing of the Ancients to Explore

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

    Blessing of Nethys :

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

    Will discard Blessing of Nethys to examine and rearrange top 2 cards of location and explore
    Precinct of Left Eyes Card 6: Wall Scythes
    Precinct of Left Eyes Card 7: Aghash Trigger - Blessing is discarded from timer and sandstorm shuffled in.

    Will put Aghash onto top of location deck to explore first
    Will put Wall Scythes below top card of location deck

    Will bury Goblinvine to add mental and 1d8 for check.
    Light Crossbow Combat Check DC 11+1+1=13: 1d10 + 1d8 + 4 + 1d8 ⇒ (4) + (2) + 4 + (4) = 14 Monster defeated
    After defeating, examining the top card of my deck (Leryn); can/will draw it if animal
    Survival Check DC 6 to recharge Goblinvine: 1d8 + 2 ⇒ (2) + 2 = 4 No Success

    Aghash :

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

    Attempt to close Precinct using Salim's BotG and if successful Raz's Blessing of Iomedae for Cha

    Wisdom Check DC 6: 2d8 ⇒ (5, 1) = 6 Success
    Charisma Check DC 6: 3d6 ⇒ (5, 1, 3) = 9 Success
    Precinct is closed!
    No items in discard pile for closing effect

    Reminder of Scenario changes:
    Acid damage if not reduced incurs scourge
    Examine EOT top loc card

    EOT: Examine top card (None)
    End Turn and Reset hand revealing any plants as necessary

    Curse of Poisoning; Leryn is always card 1 if in hand: 1d6 ⇒ 5 2 BotElements is recharged

    Adowyn wrote:

    Hand: 1 BotElements, w3Light Crossbow, Scarab Buckler, Spelldagger, w1Shock Longbow +1

    Displayed: Leryn, Curse of Poisoning
    Deck: 9 Discard: 3 Buried: 1
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    w3Light Crossbow, 1 BotElements

    Sideboard cards: s1Fiery Glare, Crocodile Skin Armor, 1 BotGreenFaith;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w2Wendifisa Spear S2Cure I1ABCompass Archer's Bracers Crow Remove Curse
    Recharged: Fox, 1 BoAncients, 2 BoAncients
    Discard Pile:Dog, Shock Lizard, Blessing of Nethys
    Buried Pile:Goblin Vine

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    - Ranged: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    - Perception<Cohort>: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2
    Favored Card: Ally
    Hand Size: 5 [X] 6
    Proficient With: Light Armors / Weapons

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

    Spoiler:

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

    Status Link
    Most Recent BR Refresh
    Current Blessing = Random Blessing for turn 12 (olenjack) is 2-19 where 19=sandstormBlessings Deck Card X where X = Current Turn - BR Refresh Turn (11)
    Notes for Adowyn: Curse of Poisoning, Reroll used
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous; Adowyn used Blessing of Iomedae
    Notes for Salim: Curse of Daybane, Adowyn used BotG
    Notes for Mavaro: Curse of Vulnerability, Adowyn used BotGreen
    Additional Info 1: non-reduced acid & examine top card your loc EOT

    Athnul, Olenjack - Crypt 1-4 remain // 1=coffer corpse
    Salim - Peasant Tombs CLOSED
    Raz - Scorched Ruins CLOSED
    Surgery 1-10 remain
    Mavaro - Embalming Parlor 1-6 remain // 1=Blessing of Khepri
    Adowyn - Precinct of Left Eyes CLOSED
    Mausoleum 1-10 remain
    Stonework Passages 1-9 remain // Top card = villain, next card = barrier


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of turn updates: none
    Turn: Turn 12 – 18 blessings and 1 sandstorm in the blessings deck. On a 19, I get the sandstorm.
    Sandstorm on a 19: 1d19 ⇒ 5
    Rather than reveal blessing #5, I'm just going to skip my "normal" blessing of #1 and reveal #2. That way, Athnul, Raz, etc. can keep moving down the list, rolling each time to see if they get the sandstorm.
    The blessing is Blessing of Wadjet. The blessing is not basic, so I can explore normally.
    SOT: nil
    Give card: nil
    Move: move to #4 Surgery

    Curse of Daybane:

    Curse/Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.

    Explore 1: Encounter Pahmet Clansman. Charisma, Diplomacy, Divine 6 to acquire.
    Diplomacy 6: 1d10 + 2 ⇒ (2) + 2 = 4
    Reveal Tablet of Languages Lost to add 2 after the roll, for a result of 6 and success!

    Discard Pahmet Clansman to explore again.
    Explore 2: Encounter Blessing of the Ancients. Divine 3 to acquire. I’m not going to be able to get most blessings. This is 50/50, so let’s try it.
    Divine 3: 1d4 ⇒ 3
    What do you know? I got it.

    I’m going to discard BotA to examine and explore again.
    Explore 3: Examine Magnifying Glass and encounter it. Intelligence, Perception 4 to acquire.
    Perception 4: 1d6 + 2 ⇒ (5) + 2 = 7
    Acquired Magnifying Glass.

    I’ve got 6 cards in hand, so I'll keep going. Discard Dredge to explore again.
    Explore 4: Encounter Poison Spike Pit Trap. Wis, Perc 9 or Dex, Acro 11 to defeat.
    I will discard my Thieves’ Tools to be sure to defeat the trap. It’s too risky to roll the dice. And, there’s a slim chance I can recharge the tools:
    Disable 8: 1d8 + 2 ⇒ (6) + 2 = 8
    All right! A good roll for once!

    Wooh. I’m nervous about going again (since I beat the pit trap and get a free explore)…if it’s Aghash, I definitely can’t beat him and I can’t evade him, but I have my armor displayed and I can take the hit. But there are 2 monsters and a henchman left, and if I lose to Aghash, I take another curse. 4 explores is a good turn. I'll stop here before I overdo it.

    Recharge the Quick-Change Mask to recharge a random ally from my discard.
    Random Ally: 1d3 ⇒ 2
    Blah. I was hoping for Dredge. Got Pahmet Clansman instead.

    If anyone wants to come to the surgery and fight enemies, be my guest!

    EOT Reset hand.

    Olenjack wrote:

    Hand: Blessing of Abadar, Blessing of the Spy 1, Magnifying Glass, Tablet of Languages Lost, Psychic Detective,

    On Top:
    Displayed: Curse of Daybane, Gambeson,
    Deck: 10 Discard: 3 Buried: 0
    Notes: Blessing of Abadar for help with a barrier!
    Shareable cards:

    Skills and Powers:

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

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Cards in hand:
    Tablet of Languages Lost
    Object/Magic
    After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
    Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

    Psychic Detective
    Elf/Investigator/Basic
    Recharge this card to add 1d6 to your Knowledge or Perception check.
    Discard this card to examine the top card of your location deck, then you may explore your location.

    Blessing of Abadar
    Divine/Abadar
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of the Spy 1
    Basic
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. During this exploration, add 1 die to your checks.

    Magnifying Glass
    Tool/Basic
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck. .

    Displayed cards:
    Gambeson
    Light Armor/Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

    Curse of Daybane
    Curse/Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Random Blessing for turn 12 (olenjack) is 2-19 where 19=sandstormBlessings Deck Card X where X = Current Turn - BR Refresh Turn (11)
    Notes for Adowyn: Curse of Poisoning, Reroll used
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous; Adowyn used Blessing of Iomedae
    Notes for Salim: Curse of Daybane, Adowyn used BotG
    Notes for Mavaro: Curse of Vulnerability, Adowyn used BotGreen
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Additional Info 2: Blessing 1 replaced with Sandstorm, Blessing 2 used by OJ
    Athnul - Crypt 1-4 remain // 1=coffer corpse
    Salim - Peasant Tombs CLOSED
    Raz - Scorched Ruins CLOSED
    Olenjack - Surgery 5-10 remain
    Mavaro - Embalming Parlor 1-6 remain // 1=Blessing of Khepri
    Adowyn - Precinct of Left Eyes CLOSED
    Mausoleum 1-10 remain
    Stonework Passages 1-9 remain // Top card = villain, next card = barrier

    Grand Lodge

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Curse of the Ravenous
    Curse
    Powers
    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.

  • Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    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:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

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

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

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

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

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

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

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

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

    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

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

    Spoiler:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Spoiler:
    Cat's Claws
    Weapon C
    Traits:
    Accessory
    Melee
    Piercing
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

    Spoiler:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

    Spells
    Spoiler:
    Elemental Treaty
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

    Armors
    Spoiler:
    Crocodile Skin Madu
    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.

    Spoiler:
    Armored Coat
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

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

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

    Spoiler:
    Crowbar
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

    Spoiler:
    Khelru
    Ally 1
    Traits:
    Human
    Cleric To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9 If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.

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

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

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

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

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

    Top of Blessing Discard Pile:
    Blessing of the Elements:

    Blessing of the Elements:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Horus
    Blessing C
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 5 /
    Sandstorm
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), None

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

    Crypt Card 2:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Crypt Card 3:
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Crypt Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/Sonor* (CURSED), None

    Location #3: Scorched Ruins
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raz/MauveAvengr* (CURSED), None

    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Olenjack/ajpopp* (CURSED), None

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

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

    Surgery Card 3:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 4:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 5:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 6:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), None

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

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

    Embalming Parlor Card 3:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Embalming Parlor Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Embalming Parlor Card 5:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    Location #6: Precinct of Left Eyes
    Closed
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Adowyn/Zalarian* (CURSED), None

    Location #7: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Mausoleum Card 1:
    Aghash
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mausoleum Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7 For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Mausoleum Card 4:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

    Mausoleum Card 6:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Mausoleum Card 7:
    Stone Skin
    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.

    Mausoleum Card 8:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Mausoleum Card 9:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Mausoleum Card 10:
    Stained Glass Elemental
    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.
    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1 (Velriana Unborn):
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Stonework Passages Card 2 (Stabbing Spear Staircase):
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

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

    Stonework Passages Card 4:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Stonework Passages Card 5:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6 If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

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

    Stonework Passages Card 7:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Stonework Passages Card 8:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 9:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


    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: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 13 - Blessing of the Elements

    SOT: None
    Give Card: None
    Move: Stay at #1: Crypt

    Explore: Coffer Corpse, Monster 1, Com 8 (+4) THEN Com 10 (+4)

    Coffer Corpse:

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

    Use Adowyn's Light Crossbow (d4), reveal Amulet of Mighty Fists (d4), recharge Kohl of Uncanny Discernment (d10 + 1).
    Combat 12: 1d6 + 2 + 2d4 + 1d10 + 1 ⇒ (3) + 2 + (4, 4) + (3) + 1 = 17 - Success.

    Use my Blessing of the Gods (d6), reveal Amulet of Mighty Fists (d4), recharge Camel (d10 + 1).
    Combat 14: 2d6 + 2 + 1d4 + 1d10 + 1 ⇒ (4, 2) + 2 + (1) + (6) + 1 = 16 - Success.

    EOT: Examine location: Khopesh (Weapon B). Reset hand. Recharge random card from hand: 1d5 ⇒ 2 - Ring of Wave Walking.

    Athnul wrote:

    Hand: Amulet of Mighty Fists, Blessing of the Samurai 2, Blessing of the Samurai 1, Falcon,

    Displayed: Curse of Poisoning,
    Deck: 7 Discard: 7 Buried: 0
    Notes: Save at least one blessing for evasion.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    Powers:
    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. ([X] Then you may recharge that blessing to explore your location.)

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
    Notes for Adowyn: Curse of Poisoning, Reroll used, Athnul used Light Crossbow
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous; Adowyn used Blessing of Iomedae
    Notes for Salim: Curse of Daybane, Adowyn used BotG
    Notes for Mavaro: Curse of Vulnerability, Adowyn used BotGreen
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Athnul - Crypt 2-4 remain // 2=Khopesh
    Salim - Peasant Tombs CLOSED
    Raz - Scorched Ruins CLOSED
    Olenjack - Surgery 1-6 remain
    Mavaro - Embalming Parlor 1-6 remain // 1=Blessing of Khepri
    Adowyn - Precinct of Left Eyes CLOSED
    Mausoleum 1-10 remain
    Stonework Passages 1-9 remain // Top card = villain, next card = barrier


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 14 - Blessing of the Ancients

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

    SOT: None
    Give Card: None
    Move: Move to Location #5: Embalming Parlor with Mavaro

    Mavaro will use cure on Raz to try to shuffle deck.

    Cure: 1d4 + 1 ⇒ (1) + 1 = 2

    Cure two cards. Cure riding horse 1 and lance. Shuffle deck

    Explore: Blessing of Khepri

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

    Really like this blessing. Will discard top card of deck to add 1d6+1. Card is riding horse 2, so card is recharged instead.

    Divine 5: 1d6 + 1d6 + 1 ⇒ (6) + (2) + 1 = 9

    Acquired. Will discard Blessing of the Gods 2 to explore again.

    Explore #2: Dance of the Dead

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

    Will discard top card of deck to add 1d6+1. Discard chain mail.

    Charisma 10: 1d10 + 1 + 1d6 + 1 ⇒ (3) + 1 + (6) + 1 = 11

    Will banish barrier - don't care about items

    EOT: End turn. Examine location: Scarab Swarm

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

    When I examine, take 1 poison damage. Will discard Eagle Knight Dress Uniform. Then Encounter card. Will use Glacial khopesh+1. Will discard to try to cycle deck. Add 2 and the Bludgeoning trait to your check for each die you roll.

    Combat 6+2=8: 1d8 + 2 + 1d8 + 1 + 4 ⇒ (1) + 2 + (3) + 1 + 4 = 11
    Combat 6+2=8 REROLL: 1d8 + 2 + 3 + 1 + 4 ⇒ (8) + 2 + 3 + 1 + 4 = 18

    Rerolled because I don't want swarm to stay in deck. Scarab swarm is banished since I defeated by more than 4.

    Need to check Curse of the Ravenous.

    Curse of the Ravenous:
    Curse of the Ravenous
    Curse
    Powers
    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.

    Curse: 1d4 ⇒ 1

    Will bury all blessings. Bury three blessings. Ouch!!

    Raz wrote:

    Hand: Lance+1, Spear of the Watchful Guardian, Camel, Blessing of Khepri,

    Displayed:
    Deck: 7 Discard: 4 Buried: 3
    Notes: Have camel. Will travel.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 4 [ ] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    Card Descriptions:
    Hand descriptions: Camel
    Spoiler:
    Camel
    Traits: Animal Mount Basic
    Powers: Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
    Lance+1
    Spoiler:
    Lance+1
    Traits: Polearm Melee Piercing 2-Handed Magic Elite
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.
    Spear of the Watchful Guardian
    Spoiler:
    Spear of the Watchful Guardian
    Traits: Spear Melee Piercing 2-handed Magic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Reveal this card to add 1d6 to your Perception check.
    Blessing of Khepri
    Spoiler:
    Blessing of Khepri
    Traits: Divine Healing Khepri
    Powers: On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Displayed descriptions:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
    Notes for Adowyn: Curse of Poisoning, Reroll used, Athnul used Light Crossbow
    Notes for Olenjack: Curse of Daybane
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous; Reroll used
    Notes for Salim: Curse of Daybane, Adowyn used BotG
    Notes for Mavaro: Curse of Vulnerability, Adowyn used BotGreen; Raz used Cure
    Additional Info 1: non-reduced acid & examine top card your loc EOT
    Athnul - Crypt 2-4 remain // 2=Khopesh
    Salim - Peasant Tombs CLOSED
    Scorched Ruins CLOSED
    Olenjack - Surgery 1-6 remain
    Mavaro, Raz - Embalming Parlor 4-6 remain
    Adowyn - Precinct of Left Eyes CLOSED
    Mausoleum 1-10 remain
    Stonework Passages 1-9 remain // Top card = villain, next card = barrier


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 15 - Blessing of the Wadjet(non basic)
    Move: Mausoleum

    I don't have a weapon, so I'm kinda useless in this state. I'll go to the Mausoleum.

    Discover 1

    Aghash:

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

    Pharasma hates me. No weapons, so I'll have to get creative. I'll use Athnuls blessing of the elements
    DC 10 Divine to defeat: 2d6 + 1d4 ⇒ (3, 4) + (3) = 10

    Voices of the Spire:

    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    If defeated by a combat check, or if undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

    I summon him from the wiki. Let me know if it's a problem. It can be defeated with diplomacy, so here we go.

    I'm sorry Olenjack, but i need this Blessing of Abadar here and now. Pharasma will pay for it ;)
    DC 9 Diplomacy: 2d8 + 2 ⇒ (6, 2) + 2 = 10

    Whew, that was super close. Now, first things first, closing the location permanently.

    "On closing, you may recharge any number of cards in your discard pile that have the Divine trait."

    BotG 2,3 and Blessing of Pharasma come back in my deck.

    I have killed a monster so i recharge a card from my discard at random: Cutlass

    No examination because I am at a closed location now.

    EOT: Reset hand

    Current hand:

    Cutlass
    Grave Tender
    Athlete
    Spyglass
    Stalking Armor

    Discard and buried:

    Kopis
    Buried:
    Divine Favor

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
    Notes for Adowyn: Curse of Poisoning, Reroll used, Athnul used Light Crossbow, Salim used your blessing of Elements
    Notes for Olenjack: Curse of Daybane, Salim used your blessing of Adabar
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous; Reroll used
    Notes for Salim: Curse of Daybane, Adowyn used BotG
    Notes for Mavaro: Curse of Vulnerability, Adowyn used BotGreen; Raz used Cure
    Additional Info 1: non-reduced acid & examine top card your loc EOT

    Athnul - Crypt 2-4 remain // 2=Khopesh
    Peasant Tombs CLOSED
    Scorched Ruins CLOSED
    Olenjack - Surgery 1-6 remain
    Mavaro, Raz - Embalming Parlor 4-6 remain
    Adowyn - Precinct of Left Eyes CLOSED
    Salim - Mausoleum CLOSED
    Stonework Passages 1-9 remain // Top card = villain, next card = barrier

    Grand Lodge

    During This Adventure: The scourge die is 1d4+1.

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

    During This Scenario: At the start of the scenario, each character suffers a scourge.

    At the end of your turn, you may examine the top card of your location deck.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Curse of the Ravenous
    Curse
    Powers
    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.

  • Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 16, 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:
    Desert Trapper
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

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

    Spoiler:
    Bonecrusher Hyenamaster
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.

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

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

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

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

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

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

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

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

    Spoiler:
    Fighting Crook
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Elite To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
    After you act, reveal an armor or you are dealt 1 combat damage.

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

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

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

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

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

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

    Spoiler:
    Immolate
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Crocodile Skin Madu
    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.

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

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

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

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

    Spoiler:
    Seer's Tea
    Item B
    Traits:
    Liquid
    Magic To Acquire:
    Intelligence
    Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Spoiler:
    Magnifying Glass
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Spoiler:
    Flame Staff
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

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

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

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 /
    Sandstorm
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Athnul/Mhuirich* (CURSED), None

    Crypt Card 1 (Khopesh):
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

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

    Crypt Card 3:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Peasant Tombs
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Scorched Ruins
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Olenjack/ajpopp* (CURSED), None

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

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

    Surgery Card 3:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Surgery Card 4:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Surgery Card 5:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Surgery Card 6:
    Porcupine
    Ally C
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #5: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/kuey* (CURSED), Raz/MauveAvengr* (CURSED), None

    Embalming Parlor Card 1:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Embalming Parlor Card 2:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    Location #6: Precinct of Left Eyes
    Closed
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Adowyn/Zalarian* (CURSED), None

    Location #7: Mausoleum
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/Sonor* (CURSED), None

    Location #8: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Stonework Passages Card 1 (Velriana Unborn):
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Stonework Passages Card 2 (Stabbing Spear Staircase):
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8 If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

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

    Stonework Passages Card 4:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Stonework Passages Card 5:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6 If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

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

    Stonework Passages Card 7:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Stonework Passages Card 8:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Stonework Passages Card 9:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.


    deck handler

    Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
    Out of Turn Updates:
    Adowyn's Turn: Recharge Blessing of the Green Faith (Adowyn)
    Raz's Turn: Discard Cure
    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Recharge: Divine DC8: 1d8 + 2 + 1d4 + 1d6 ⇒ (8) + 2 + (4) + (3) = 17
    == Recharged.
    Turn: Turn 16: Blessing of Horus
    SOT: Nil
    Give Card: Nil
    Move: Stay at Location #5: Embalming Parlor
    Explore:

    #1: Aghash:

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

    Recharge Spellbook to bring Blessing of the Elements (mkt) to top of deck.
    Reveal The Missing Eye, Chronicler for +1d6, Binder's Tome for +1d4.
    Combat DC11+2: 1d8 + 2 + 1d8 + 1 + 1d6 + 1d4 ⇒ (7) + 2 + (1) + 1 + (6) + (4) = 21 ==> Defeated

    Summon: Natron Zombie:

    Henchman B
    Type: Monster
    Traits:
    Undead
    Mummy
    Veteran
    To Defeat:
    Combat 12
    The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the check to defeat does not have the Electricity trait, bury a random card from your discard pile.

    Reveal The Missing Eye, Chronicler for +1d6.
    Combat DC12+1: 1d8 + 2 + 1d8 + 1 + 1d6 ⇒ (7) + 2 + (7) + 1 + (5) = 22 ==> Defeated
    Bury random card from discard ==> Sign of the Lantern Bearer
    Location #5: Embalming Parlor CLOSED.

    End turn. Reset Hand.

    Mavaro wrote:

    Hand: The Missing Eye, Blessing of the Elements (mkt), Chronicler, Binder's Tome, Blessing of the Gods, Blessing of the Spellbound 1,

    On Top: Blessing of the Spellbound 2
    Displayed: Curse of Vulnerability,
    Deck: 10 Discard: 2 Buried: 1
    Folio Reroll Available: Y
    Notes: Please use Blessing of the Elements first if it recharges. Otherwise, feel free to use the other blessings. If you're in my location, get +1d4 to Combat (Mental) or Charisma.

    Skills and Powers:
    SKILLS

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

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


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Binder's Tome
    Spoiler:
    Binder's Tome
    Traits: Book, Magic, Mental
    Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
    Bury this card to evade your encounter.
    Chronicler
    Spoiler:
    Chronicler
    Traits: Human, Arcanist, Basic
    Powers: Recharge this card to add 1d6 to your Diplomacy or Knowledge check; if you reveal a card that has the Book trait, you may reveal this card instead.
    Discard this card to explore your location.
    Blessing of the Elements (mkt)
    Spoiler:
    Blessing of the Elements (mkt)
    Traits: Basic
    Powers: 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.
    (Temp replaced: Conch Shell)
    Blessing of the Gods
    Spoiler:
    Blessing of the Gods
    Traits: Divine, Basic
    Powers: When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessing of the Spellbound 1
    Spoiler:
    Blessing of the Spellbound 1
    Traits: Arcane, Divine, Basic
    Powers: Discard this card to add 1 die to any check.
    Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.

    Displayed descriptions:
    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (16)
    Notes for Adowyn: Curse of Poisoning, Reroll used, Athnul used Light Crossbow, Salim used your blessing of Elements
    Notes for Olenjack: Curse of Daybane, Salim used your blessing of Adabar
    Notes for Athnul: Curse of Poisoning
    Notes for Raz: Curse of the Ravenous; Reroll used
    Notes for Salim: Curse of Daybane, Adowyn used BotG
    Notes for Mavaro: Curse of Vulnerability
    Additional Info 1: non-reduced acid & examine top card your loc EOT

    Athnul - Crypt 1-3 remain // 2=Khopesh
    Peasant Tombs CLOSED
    Scorched Ruins CLOSED
    Olenjack - Surgery 1-6 remain
    Mavaro, Raz - Embalming Parlor CLOSED
    Adowyn - Precinct of Left Eyes CLOSED
    Salim - Mausoleum CLOSED
    Stonework Passages 1-9 remain // Top card = villain, next card = barrier


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

    Out of Turn Updates: Athnul used Light Crossbow, Salim used blessing of Elements
    Turn Order: Adowyn, Olenjack, Athnul, Raz, Salim, Mavaro

    Turn: 17 - Blessings Deck Card 1 / Blessing of the Elements
    SOT: Leryn will examine top card of location (none)
    Give Card: None
    Move: Precinct -> Stonework Passages

    Explore: Stonework Passages Card 1 (Velriana Unborn)

    For guarding crypt, Athnul uses Mavaro's botg to add a die
    Wisdom Check DC 4+1=5: 1d10 + 1 + 1d10 ⇒ (7) + 1 + (2) = 10 Success

    For guarding, Olenjack will display psychic detective and use Athnul's Blessing of Samurai and Mavaro's Blessing of Spellbound
    Intelligence Check DC 6+1=7: 1d8 + 2 + 2d8 ⇒ (7) + 2 + (7, 5) = 21 Success

    Leryn sniffs the air and stands still listening in a different direction
    Displayed Leryn Perception Check DC 8: 1d8 + 2 ⇒ (2) + 2 = 4 No Success
    Cold Damage: 1d4 ⇒ 4 Will charge buckler to reduce from 4 to 1 and then discard dagger. For check will discard longbow to add electricity and str(d6) and have Athnul recharge samurai blessing and Mavaro recharge BotElements
    Shock Longbow +1 Combat Check DC 14: 1d10 + 1d8 + 5 + 1d6 + 2d10 ⇒ (6) + (4) + 5 + (6) + (2, 4) = 27 Wizard defeated
    After defeating, examining the top card of my deck (crow); can draw it if animal
    Passages are closed; examined top card at Surgery (Shock Toad)

    Victory!

    Velriana Unborn :

    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14 Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.


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

    The lich like creature cackles gleefully after freezing Adowyn in place with around her arms and legs.

    "Your father was so easy to kill...it was almost sad to see how pitiful he was after your mother struggled so hard...she is the one that killed my familiar...I need to think of some better way to kill you for what she did..."

    Just at that moment, Leryn lunged onto the wizard knocking him on his feet while Adowyn spoke a single word "Koleopteros!" to cause the black beetle like buckler on her forearm to move and glow with a soft light that melted the icy bonds.

    "I swear right now my vengeance on undead does not stop after I unmake you!"
    After stepping away from the melee, she pulled 2 arrows out of her quiver causing them to hit true into the sockets of the wizard as well as a bolt of lightning making an arc between the tips of the 2 arrows as well as the monster's chest. It screamed for a brief moment before the smoldering light in its eyes slowly faded into nothingness.

    Adowyn then noticed some lightning bolts being generated near the hospital area and Olenjack. There is no doubt that undead are unnatural abominations; Shock toads if left to breed can cause just as much if not more damage than an equal number of undead.


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

    Oot: Rolling for random card to get back in hand

    1) BotG2
    2) BotG3
    3) Blessing of Pharasma
    4) Kopis
    5) Cutlass

    1d5 ⇒ 2

    I will exchange the cutlass in hand with BotG3


    Leryn cocks his head at the sight of the hopping shock toads, whimpers, and retreats back into the Stonework passages with his tail no longer proudl in the air.

    Grand Lodge

    After defeating the usij cultist a second—and hopefully final—time and swimming back to shore far away from the Aspis camp, you stop to catch your breath. It’s been a long day since you fought those gnolls, and your resources are spent. Thus, it’s quite unwelcome when you hear a woman clear her throat, and the alchemist Ridaiya Merai emerges from behind a rocky outcropping, along with numerous Aspis guards.

    You can’t stop her from capturing you and confiscating the tablets, though you’re sure you remember them well enough to reproduce the map. Thinking fast, you claim to have been chasing the usij cultist who sabotaged Merai’s camp all the way from Sothis. You explain that the tablets weren’t from the Aspis’s dig site. She taps her lip.

    “In that case, Pathfinders, perhaps we can come to an arrangement…”

    SUCCESS!

    Scenario Reward:For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Game of Afterlife and 1 character may temporarily replace 1 armor in her deck with the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.

    Game of Afterlife:
    Loot 1 (Item)
    Object Gambling
    Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

    Akhentepi's Armor:
    Loot 1 (Armor)
    Light Armor Magic
    Recharge this card to ignore a non-villain bane's power that happens before you act. Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, discard this card instead. If proficient with light armors, you may recharge this card when you reset your hand.

    Adventure Reward: Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Inquisitor Class Deck.

    Character Advancement: Everyone tiers up to Tier 2 and gets a die bump for completion of the adventure.

    Possible Deck Upgrades:

  • Shock Lizard (Ally C)
  • Pahmet Clansman (Ally B)
  • Tussah Silk Coat (Armor C)
  • Blessing of Khepri (Blessing P)
  • Blessing of the Ancients (Blessing B)
  • Blessing of Nethys (Blessing B)
  • Acid Flask (Item B)
  • Kohl of Uncanny Discernment (Item B)
  • Magnifying Glass (Item C)
  • Ring of Rejection (Item P)
  • Glacial Khopesh +1 (Weapon 1)
  • Kopis (Weapon B)
  • Spelldagger (Weapon C)

    Ok, to the discussions thread to discuss!

  • Grand Lodge

    Murder in the Marketplace

    We'll be employing the time-honoured device of flashback for this scenario. Let us follow your characters (at the same experience level that they are at right now - allow me that creative flexibility) to Thuvia where you've tracked the cabal of usij cultists.

    The sun blazes overhead as thousands gather outside a market square in the Thuvian capital Merab. The arrival of merchants from all over the continent and beyond brings the promise of wondrous treasures. On the other side of a closed gate, merchants place the finishing touches on their stalls. A stall exhibiting rows of fine Qadiran carpets commands the most prominent location, next to a colorful display of alchemical tinctures. Palpable excitement fills the air, but you can’t shake a feeling of unease. According to your contacts, the displaced usij cabalists plan to create a calamitous disruption in Thuvia soon, and Merab is their most likely target. Could a usij-dominated servant of the exiled Rahadoumi be lurking nearby? You scan the crowds for anyone who seems out of place.

    A uniformed guard announces the opening of the market. As the crowd surges forward, the rows of Qadiran carpets suddenly fall to the ground. The crowd’s excited chatter transforms into screams of terror. Where the carpets once hung dangle the corpses of three people clad in the holy garb of Sarenrae’s clergy. Their faces are mutilated beyond recognition, and their limbs are crushed and broken.

    Some of the guards try to manage the panicked crowds while others rush to the grisly scene. Before you can devise a way to convince them to let you investigate, you catch a glimpse of a cloaked figure on a nearby rooftop, an unflinching spectator of the horror below. Fighting against the crush of the crowd, you search for a way up. The side of a market stall will have to suffice. As you clamber onto the roof, the figure notices you. His gray skin glistens with sweat, and his expression is vacant. He draws a bloody warhammer from his cloak as he turns to face you.

    Grand Lodge

    Please make your selections from the trader you'd like to visit. Then choose your starting location and post your starting hand, please.

    During This Adventure: The adventure deck number is 2. The scourge die is 1d6.

    During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

    When you discard a blessing to add a single die to check, discard the top card of your deck.

    When you defeat the henchman Bheg, you may attempt to close the location it came from.

    If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Curse of the Ravenous
    Curse
    Powers
    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.

  • Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.

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

  • Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 0, Olenjack/ajpopp

    Scourge Table:

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

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Detect Undead
    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.

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

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

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

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

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


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

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

    Spoiler:
    Mumia
    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.

    Allies
    Spoiler:
    Camel
    Ally B
    Traits:
    Animal
    Mount
    Basic To Acquire:
    Wisdom
    Survival 7 Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

    Spoiler:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Abadar
    Blessing C
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5 On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 /
    Silver Crusade Favor
    Favor 2
    Traits: When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 29 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 30 /
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #1: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Salim/Sonor, Mavaro/kuey, Athnul/Mhuirich, Olenjack/ajpopp, Raz/MauveAvengr, Adowyn/Zalarian, None
    Location #2: The Shiny Bauble
    At This Location: 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.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #3: 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: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Location #4: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #5: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #6: Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Location #7: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Location #8: 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: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


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

    Raz will start at location #7, the Dilapidated Plaza

    Raz will also trade in a longsword for a camel at the Sunburst Market

    Raz wrote:

    Hand: Researcher, Lance+1, Chain Mail, Riding Horse 1,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Have camel. Will travel.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size 4 [ ] 5
    Proficient with: Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6 ([X]+1) to your check. If that card has the Mount traits, you may recharge it instead
    When you attempt a check to acquire a weapon or an armor ([ ] or an item or an ally), you may use your Diplomacy skill instead of any listed skill
    When a character at another location encounters a monster, you may bury([ ] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it


    Card Descriptions:
    Hand descriptions: Researcher
    Spoiler:
    Researcher
    Traits: Human Hireling Basic
    Powers: Recharge this card to add 1d6 to your Intelligence or Charisma non-combat checks.
    Discard this card to explore your location.
    Riding Horse 1
    Spoiler:
    Riding Horse 1
    Traits: Animal Mount Basic
    Powers: At the end of your turn, discard this card to move yourself and another character at your location to another location.
    Discard this card to explore your location.
    Chain Mail
    Spoiler:
    Chain Mail
    Traits: Heavy Armor Basic
    Powers: Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    Lance+1
    Spoiler:
    Lance+1
    Traits: Polearm Melee Piercing 2-Handed Magic Elite
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.
    Displayed descriptions:


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

    Adowyn - 4-1P: Murder in the Marketplace Urgraz
    Traders Sunburst Market - Putting Fiery Glare in box and putting Remove Curse in to deck
    Starting Location Same Location as Mavaro (Planning on immediately moving to The Shiny Bauble on turn..Update of intent after hand drawn..since no weapon..may go to a location that has 2 or more weapons remaining)
    Loot
    None
    Starting Hand - Favored Card Ally
    Will display Leryn on Turn 1 right after Timer Blessing is flipped and SOT is resolved

    Adowyn wrote:

    Hand: 2 BoAncients, Goblin Vine, Remove Curse, Fox, Dog, 1 BoAncients

    Displayed: Leryn
    Deck: 10 Discard: 0 Buried: 0
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    1 BoAncients, 2 BoAncients, Fox, Goblin Vine, Remove Curse

    Sideboard cards: s1Fiery Glare, Scarab Buckler;

    Deck, Discard, Buried:
    Known Top:

    Middle {Order is not Known}: w3Light Crossbow w2Wendifisa Spear w1Shock Longbow +1 S2Cure Crocodile Skin Armor I1ABCompass Archer's Bracers Dimorphodon 1 BotGreenFaith 1 BotElements
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 [ ] +1 [ ] +2 [ ]
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    - Ranged: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2 [ ]
    Intelligence d6 [ ] +1 [ ] +2 [ ]
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ]
    - Divine: Wisdom +2
    - Survival: Wisdom +2
    - Perception<Cohort>: Wisdom +2
    Charisma d6 [ ] +1 [ ] +2
    Favored Card: Ally
    Hand Size: 5 [X] 6
    Proficient With: Light Armors / Weapons

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

    Spoiler:

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


    deck handler

    Mavaro will start at Location #1: Sepulcher of the Servant. (I think he has the most number of magic cards.)

    Will visit Sunburst Market and swap out Conch Shell for Blessing of the Elements (mkt).

    Mavaro wrote:

    Hand: The Missing Eye, Cure, Spellbook, Armor of the Sands, Compass, Binder's Tome,

    On Top: Fan of Flames
    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Folio Reroll Available: Y
    Hero Points: 3
    Notes:

    Skills and Powers:
    SKILLS

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

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


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Cure
    Spoiler:
    Cure
    Traits: Magic, Divine, Healing, Basic
    Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Armor of the Sands
    Spoiler:
    Armor of the Sands
    Traits: Armor, Magic, Arcane, Divine, Elite
    Powers: Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
    Recharge this card to 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.
    Compass
    Spoiler:
    Compass
    Traits: Object, Basic
    Powers: Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Spellbook
    Spoiler:
    Spellbook
    Traits: Book, Magic, Basic
    Powers: Reveal this card to add 1d4 to your Intelligence or Arcane non-combat check.
    Discard this card to recharge a random spell from your discard pile.
    Binder's Tome
    Spoiler:
    Binder's Tome
    Traits: Book, Magic, Mental
    Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
    Bury this card to evade your encounter.

    Displayed descriptions:
    "

    Grand Lodge

    Adowyn 12789 wrote:

    Adowyn - 4-1P: Murder in the Marketplace Urgraz

    Traders Sunburst Market - Putting Fiery Glare in box and putting Remove Curse in to deck
    Starting Location Same Location as Mavaro (Planning on immediately moving to The Shiny Bauble on turn..Update of intent after hand drawn..since no weapon..may go to a location that has 2 or more weapons remaining)
    Loot
    None
    Starting Hand - Favored Card Ally
    Will display Leryn on Turn 1 right after Timer Blessing is flipped and SOT is resolved

    Adowyn wrote:

    Hand: 2 BoAncients, Goblin Vine, Remove Curse, Fox, Dog, 1 BoAncients

    Displayed: Leryn
    Deck: 10 Discard: 0 Buried: 0
    "Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
    "
    1 BoAncients, 2 BoAncients, Fox, Goblin Vine, Remove Curse

    Sideboard cards: s1Fiery Glare, Scarab Buckler;

    ** spoiler omitted **

    ** spoiler omitted **...

    Adowyn neither gets a sideboard nor sideboard cards.


    Female Human | My Deck Handler Hunter (Divine Hunter) (12789-1009)
    BR Dinketry wrote:


    Adowyn neither gets a sideboard nor sideboard cards.

    That is correct. I am simply using the sideboard area to keep track of things such as when a card is banished from my deck so I know that I have hole in it or for use of traders and/or loot to show which card is tied to it should it matter


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

    Salim will start at Location #4: Ghoul Square

    Salim is still not in a trading mood, he picked up a basic item(Sage's journal) to fill the slot he used for trading.

    Quote:


    Hand: Divine favor,Cat o' Nine Tails,Blessing of the Gods 2,Blessing of Pharasma,Grave Tender
    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Have weapons. Will kick ass.
    Sideboard cards:

    Skills and powers:

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [ ] +2 [ ] +3 [ ] +4
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d6 [ ] +1
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +0
    Charisma d8 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armor, Weapon
    Powers:
    For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (☐ If it is a weapon, you may put it on top of your deck instead.)
    Add 1d8 to your non-combat check against a bane

    Grand Lodge

    Waiting to hear where Olenjack and Athnul are going to start.


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


    Sunburst Market: Trading a Blessing of the Gods for a Khopesh.
    Starting at #6: Glass Pavilion

    Athnul wrote:

    Hand: Kohl of Uncanny Discernment, Blessing of Gorum, Blessing of the Samurai 1, tr Khopesh, Mastiff,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Save at least one blessing for evasion.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: None
    Powers:
    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. ([X] Then you may recharge that blessing to explore your location.)


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

    Olenjack will start at location #3, Vizier's Hill.
    I'm taking the Tablet of Languages Lost, replacing Amulet of Life.
    The Game of Afterlife is up for grabs--I need (or want) my other items.
    I'm skipping the markets. (What box would we even be shopping from anyway?)

    Olenjack wrote:

    Hand: Dragon Pistol, Amulet of Life, Blessing of the Spy 2, Blessing of Abadar, Sharper,

    On Top:
    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Shareable cards:

    Skills and Powers:

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

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Cards in hand:
    Dragon Pistol
    Firearm/Ranged/Piercing/Elite
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
    Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.

    Amulet of Life
    Accessory/Magic/Basic
    Discard this card to reduce all damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Sharper
    Halfling/Rogue/Gambling
    When you acquire a boon, reveal this card to banish that boon and draw a boon of that type from the box.

    Blessing of Abadar
    Divine/Abadar
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of the Spy 2
    Basic
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location. During this exploration, add 1 die to your checks.

    Displayed cards:

    Grand Lodge

    During This Adventure: The adventure deck number is 2. The scourge die is 1d6.

    During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

    When you discard a blessing to add a single die to check, discard the top card of your deck.

    When you defeat the henchman Bheg, you may attempt to close the location it came from.

    If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

    Additional Rules:

    Scourges:
  • Curse of Poisoning
    Curse Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
  • Curse of Vulnerability
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card.
  • Curse of Daybane
    Curse Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card.
  • Curse of the Ravenous
    Curse
    Powers
    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.

  • Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.

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

  • Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 1, Olenjack/ajpopp

    Scourge Table:

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

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6 If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

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

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

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

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

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

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

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

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

    Spoiler:
    Viper Strike
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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


    Spoiler:
    Glyphbane Gloves
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Spoiler:
    Compass
    Item B
    Traits:
    Object
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Spoiler:
    Compass
    Item B
    Traits:
    Object
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

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

    Allies
    Spoiler:
    Shock Lizard
    Ally C
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

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

    Spoiler:
    Khelru
    Ally 1
    Traits:
    Human
    Cleric To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9 If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Bastet
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5 On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 29 /
    Silver Crusade Favor
    Favor 2
    Traits: When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
    While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

    Location #1: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey, Adowyn/Zalarian, None

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

    Sepulcher of the Servant Card 2:
    Acid Jet
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 3:
    Galvanic Chakram +1
    Weapon 1
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

    Sepulcher of the Servant Card 4:
    Hepsushep
    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.

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

    Sepulcher of the Servant Card 6:
    Crystal Stalker
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Sepulcher of the Servant Card 7:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

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

    Sepulcher of the Servant Card 9:
    Urgraz
    Villain 2
    Type: Monster
    Traits:
    Dwarf
    Antipaladin
    To Defeat:
    Combat 16 The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location discards the top card of her deck.
    Damage dealt by Urgraz is increased by 2.

    Sepulcher of the Servant Card 10:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

    Location #2: The Shiny Bauble
    At This Location: 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.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

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

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

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

    The Shiny Bauble Card 4:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    The Shiny Bauble Card 5:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3 Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    The Shiny Bauble Card 6:
    Compass
    Item C
    Traits:
    Object
    Basic To Acquire:
    Wisdom
    Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    The Shiny Bauble Card 7:
    Dry Quicksand
    Barrier C
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

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

    The Shiny Bauble Card 9:
    Acid Splash
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack To Acquire:
    Intelligence
    Arcane 4 For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    The Shiny Bauble Card 10:
    Dark Stalker
    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.

    Location #3: 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: 0 Bl: 1 ?: 1
    Located/Displayed Here: Olenjack/ajpopp, None

    Vizier's Hill Card 1:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill Card 2:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7 If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Vizier's Hill Card 3:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Vizier's Hill Card 4:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Vizier's Hill Card 5:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9 The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Vizier's Hill Card 6:
    Blasphemous Priest
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Vizier's Hill Card 7:
    Explorer's Staff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2 Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Vizier's Hill Card 8:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

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

    Vizier's Hill Card 10:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #4: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, None

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

    Ghoul Square Card 2:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Ghoul Square Card 3:
    Crocodile Skin Armor
    Armor C
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

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

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

    Ghoul Square Card 6:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Ghoul Square Card 7:
    Glacial Khopesh +1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

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

    Ghoul Square Card 9:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 10:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Location #5: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Mumia Lab Card 2:
    Torch
    Weapon C
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Mumia Lab Card 3:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9 The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Mumia Lab Card 4:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Mumia Lab Card 5:
    Tarworks Master
    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.

    Mumia Lab Card 6:
    Magnifying Glass
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Intelligence
    Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Mumia Lab Card 7:
    Blightwing
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Curse
    Poison
    Veteran
    To Defeat:
    Combat 11 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Vulnerability.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Mumia Lab Card 9:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6 Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Mumia Lab Card 10:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Location #6: Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Athnul/Mhuirich, None

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

    Glass Pavilion Card 2:
    Bonecrusher Hyenamaster
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Glass Pavilion Card 3:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Glass Pavilion Card 4:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6 The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Glass Pavilion Card 5:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Glass Pavilion Card 6:
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 7:
    Bheg
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14 Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check, or you are dealt 1 Poison damage.
    If defeated, you may gain a random item that has the Alchemical trait from the box.
    If undefeated, end your turn.

    Glass Pavilion Card 8:
    Deathgrip
    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.

    Glass Pavilion Card 9:
    Wing of Horus
    Item B
    Traits:
    Trigger
    Object
    Magic
    Horus To Acquire:
    Dexterity
    Knowledge
    Divine 6 When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Glass Pavilion Card 10:
    Lightning Touch
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    Basic To Acquire:
    Intelligence
    Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Location #7: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

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

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

    Dilapidated Plaza Card 3:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

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

    Dilapidated Plaza Card 5:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Dilapidated Plaza Card 6:
    Aghash
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 7:
    Lightning Touch
    Spell C
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    Basic To Acquire:
    Intelligence
    Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Dilapidated Plaza Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Dilapidated Plaza Card 9:
    Vanth
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13 The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Dilapidated Plaza Card 10:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12 When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Location #8: 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: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

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

    Dye Market Card 3:
    Silver Chain Smuggler
    Henchman 2
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dye Market Card 4:
    Blasphemous Priest
    Monster C
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Dye Market Card 5:
    Crowbar
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Strength 3 Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Dye Market Card 6:
    Black Kiss
    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.

    Dye Market Card 7:
    Bonecrusher Hyenamaster
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Dye Market Card 8:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Dye Market Card 9:
    Canopic Wrap
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8 Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 10:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8 During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.


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

    SOT check Strength DC 5: 1d6 ⇒ 3
    Discard dog
    Random Location: 1d8 ⇒ 7 Move to Dilapidated Plaza


    deck handler

    Recharge Cure to bring Blessing of the Elements (mkt) to top of deck.
    Reveal Spellbook for +1d4.
    Str DC5: 1d8 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 Wow...
    Discard Compass and move to 1d8 ⇒ 7 ==> Location #7: Dilapidated Plaza

    Mavaro wrote:

    Hand: The Missing Eye, Spellbook, Armor of the Sands, Binder's Tome,

    On Top: Blessing of the Elements (mkt)
    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Folio Reroll Available: Y
    Hero Points: 3
    Notes: If you are in Mavaro's location, you get +1d4 to Combat (Mental) and Charisma checks.

    Skills and Powers:
    SKILLS

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

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


    "
    Card Descriptions:

    Hand descriptions:
    The Missing Eye
    Spoiler:
    The Missing Eye
    Traits: Sword, Melee, Slashing, Magic, Veteran
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d6 plus the scenario's adventure deck number and the Cold trait. If the bane has the Demon trait, add another 1d6 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4.
    Discard this card to add 1d6 to your Fortitude or Perception check.
    Armor of the Sands
    Spoiler:
    Armor of the Sands
    Traits: Armor, Magic, Arcane, Divine, Elite
    Powers: Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
    Recharge this card to 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.
    Spellbook
    Spoiler:
    Spellbook
    Traits: Book, Magic, Basic
    Powers: Reveal this card to add 1d4 to your Intelligence or Arcane non-combat check.
    Discard this card to recharge a random spell from your discard pile.
    Binder's Tome
    Spoiler:
    Binder's Tome
    Traits: Book, Magic, Mental
    Powers: On a character at your location's combat or Charisma check, reveal this card to add 1d4 and the Mental trait.
    Bury this card to evade your encounter.

    Displayed descriptions:
    "


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

    Raz will discard top card of deck to add 1d6+1. Discard longspear.

    SOT check Strength DC 5: 1d8 + 1d6 + 1 ⇒ (1) + (6) + 1 = 8

    Raz doesn't need to move. Will stay where she is at #7 Dilapidated Plaza


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of turn updates: none
    Turn: Turn 1 – Blessing of Abadar
    SOT: Strength or Acrobatics 5 check or move to random location and discard a card.
    Str 5: 1d4 ⇒ 1
    What do you know, Olenjack failed to climb the wall. Discarding Amulet of Life.
    Random location: 1d8 ⇒ 1 So, #1 Sepulcher of the Servant
    Give card: nil
    Move: Move back to #3 Vizier’s Hill.

    Explore 1: Encounter Silver Chain Smuggler – HENCHMAN!
    Before I act, Diplomacy 5 check or take 1 Poison damage. Display Sharper for +2.
    Diplomacy 5: 1d10 + 2 + 2 ⇒ (5) + 2 + 2 = 9
    Success! Now, for the combat check. Gonna bury the Dragon Pistol.
    Combat 12: 1d8 + 1 + 3d6 ⇒ (4) + 1 + (1, 4, 2) = 12
    Success!
    Examining top card of my location deck. Alchemical Gas. It’s not a trigger, so I’ll ignore it.

    Now to attempt to close the location.
    Take 1 point of Poison damage. That’s annoying. I’ll discard the Blessing of the Spy. Arg.
    Then I’ll recharge Blessing of Abadar for +1 die on the check. Since the scenario power says "When you discard a blessing for +1 die..." and I'm recharging, not discarding, I'm going to go with the rules that "Cards say what they say" and "Cards don't say what they don't say." So I don't have to discard the top card of my deck.

    Perception 6: 2d6 + 2 ⇒ (4, 1) + 2 = 7
    Vizier’s Hill is CLOSED

    Oof, that was a costly turn. I've been watching Raz too much. ;)

    EOT Reset hand.

    Olenjack wrote:

    Hand: Clockwork Spy, Dagger, Gambeson, Troubadour, Sharper,

    On Top:
    Displayed:
    Deck: 8 Discard: 2 Buried: 1
    Notes:
    Shareable cards:

    Skills and Powers:

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

    POWERS
    Favored Card: Ally
    Hand Size: 5
    Proficient with Light Armors
    • You may recharge an ally to evade a bane.
    • When you attempt a check, you may display any number of allies; for each ally displayed, add 2 to the check. Return the displayed allies to your hand before you reset it.
    • On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


    Cards in hand:
    Dagger
    Knife/Ranged/Piercing/Basic
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Gambeson
    Light Armor/Basic
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

    Sharper
    Halfling/Rogue/Gambling
    When you acquire a boon, reveal this card to banish that boon and draw a boon of that type from the box.

    Troubadour
    Halfling/Basic
    Recharge this card to add 1d6 to your non-combat Dexterity or Charisma check.
    Discard this card to explore your location.

    Clockwork Spy
    Automaton/Basic
    Display this card to examine the top card of your location deck, then you may explore your location.
    While displayed, you may banish this card to add 1d6 to your combat check.

    Displayed cards:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
    Additional Info 1: SOT - STR/Acro 5 or Discard 1 card and move random / Single die blessing increase = discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    The Shiny Bauble 1-10 remain
    Olenjack - Vizier's Hill CLOSED
    Ghoul Square 1-10 remain
    Mumia Lab 1-10 remain
    Glass Pavilion 1-10 remain
    Raz, Adowyn - Dilapidated Plaza 1-10 remain
    Dye Market 1-10 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

    SOT Strength check 5: 1d6 ⇒ 3
    Discard Kohl of Uncanny Discernment
    Move to: 1d8 ⇒ 4 Ghoul Square

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