BR Dinketry's Season of the Plundered Tombs

Game Master dinketry

Available Traders:
Hadden Hoppert, Smiths of Wati, Sunburst Market, Auction House, Falsin Deek, Ghoul Market, Udjebet


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

I also realized that if we are playing with the new rules, I have banished the Vizier's Hill and must move to a new location. In that case, Olenjack will move to #5, Mumia Lab.

I'm going to have to start traveling with someone who can avenge me. This scenario, I'm already down to my last weapon (a dagger, no less). Or Raz can come charge in to save me.


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

SOT Strength check: 1d6 ⇒ 6

Nice. I stay put.


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

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

SOT: None
Give Card: None
Move: Go to #6: Glass Pavilion

Explore: Malfunctioning Deathtrap, Barrier B, Dex/Steath/Disable/Int 5

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.

Recharge Adowyn's Blessing of the Ancients.

Dex 5: 2d6 ⇒ (3, 1) = 4 - Failed
Spend hero point to reroll
Dex 5: 2d6 ⇒ (4, 4) = 8 - Success

Discard Mastiff to explore again.

Explore: Bonecrusher Hyenamaster, Monster B, Com 9 x2

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.

First Combat: Reveal Khopesh (d6 + 2 + d8), recharge Blessing of the Samurai (d10 + 1)
Com 9: 1d6 + 2 + 1d8 + 1d10 + 1 ⇒ (6) + 2 + (3) + (9) + 1 = 21 - Success

Second Combat: Reveal Khopesh (d6 + 2 + d8), recharge Blessing of Gorum (d10 + 1)
Com 9: 1d6 + 2 + 1d8 + 1d10 + 1 ⇒ (6) + 2 + (3) + (2) + 1 = 14 - Success

EOT: Reset hand.

Athnul wrote:

Hand: Ring of Wave Walking, Falconer (UC), Blessing of the Samurai 3, tr Khopesh, Amulet of Mighty Fists,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Try to save 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 Athnul: Spent 1 hero point
Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
Sepulcher of the Servant 1-10 remain
The Shiny Bauble 1-10 remain

Salim - Ghoul Square 1-10 remain
Olenjack - Mumia Lab 1-10 remain
Athnul - Glass Pavilion 3-10 remain
Raz, Adowyn, Mavaro - Dilapidated Plaza 1-10 remain
Dye Market 1-10 remain


STR d8 + 1 (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 3 - Blessing of Bastet

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 #7 Dilapidated Plaza

Explore: Stabbing Spear Staircase

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.

Raz will try a perception check. According to anydice.com, I have a 75% chance or getting a 6 compared to a 68% for rolling dexterity to get an 8. Discard top card of deck to add 1d6+1. Discard BotG

Perception 6: 1d4 + 1d6 + 1 ⇒ (2) + (2) + 1 = 5

Ouch!!

Combat Damage: 1d4 ⇒ 2

Will recharge chain mail to reduce combat damage by 2. Examine top card and if bane, encounter it. Encounter Toxic Geyser.

Examine: Toxic Geyser

Toxic Geyser:
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.

Will attempt dexterity. Discard top card of deck to add 1d6+1. Camel, so recharged instead. Will use Salim's Blessing of the Gods

Dexterity 5+4=9: 2d8 + 1d6 + 1 ⇒ (3, 4) + (1) + 1 = 9

Whew! That was close. Will discard researcher to explore again.

Explore 2: Djinni Quarterstaff

Djinni Quarterstaff:
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.

Diplomacy 6: 1d10 + 3 ⇒ (4) + 3 = 7

Acquired. Will discard and reset hand.

EOT: Reset hand.

Raz wrote:

Hand: Riding Horse 2, Lance+1, Blessing of Iomedae, Riding Horse 1,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Have horse. 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: 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.
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.
Riding Horse 2
Spoiler:
Riding Horse 2
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.
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:

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Athnul: Spent 1 hero point
Notes for Salim: Raz used BotG
Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
Sepulcher of the Servant 1-10 remain
The Shiny Bauble 1-10 remain

Salim - Ghoul Square 1-10 remain
Olenjack - Mumia Lab 1-10 remain
Athnul - Glass Pavilion 3-10 remain
Raz, Adowyn, Mavaro - Dilapidated Plaza 4-10 remain
Dye Market 1-10 remain


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
Out of Turn Updates: None
Turn: Turn 4 - Blessing of Abadar

Discover 1

Sun Falcon:

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.

Let the stabbing begin!

DC 11 to defeat falcon: 1d8 + 3 + 3d4 ⇒ (7) + 3 + (4, 3, 4) = 21

Falcon has perished. Sadly, i really overkilled him. He get's shuffled into the blessing deck!

I have killed a monster, so i get a random card back: BotG 2.

I'm feeling lucky, so I'll use grave tender, to dig me up another explore.

Discover 2

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.

DC 5 to acquire Kopis: 1d8 + 1 ⇒ (6) + 1 = 7

Kopis acquired. Yay.

EOT: Reset hand

My current hand:

Divine favor
Cat o' Nine Tails
ac Kopis
Blessing of Pharasma
Blessing of the Gods 2

Discard and buried:

Discarded:
Grave Tender
Buried:
none

Skills and Powers:
SKILLS
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
<Power 4>
<Power 5>

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Athnul: Spent 1 hero point
Notes for Salim: Raz used BotG
Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

Sepulcher of the Servant 1-10 remain
The Shiny Bauble 1-10 remain

Salim - Ghoul Square 3-10 remain
Olenjack - Mumia Lab 1-10 remain
Athnul - Glass Pavilion 3-10 remain
Raz, Adowyn, Mavaro - Dilapidated Plaza 4-10 remain
Dye Market 1-10 remain

Grand Lodge

Salim, you need to discard a card for blessing Raz's check.

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 a 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: 5, 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:
    Vanth
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13 The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

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

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

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

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

    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:
    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:
    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:
    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:
    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:
    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.

    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:
    Mistmail
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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:
    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.

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

    Spoiler:
    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.

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

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

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

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

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

    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 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.

    Top of Blessing Discard Pile:

    Sun Falcon:
    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.

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    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 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 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 5 /
    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 6 /
    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 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 Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of 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 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 11 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    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 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 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 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 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 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 Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the 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 Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of 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 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 25 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #1: 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: 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 #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: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, None

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

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

    Ghoul Square Card 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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: Olenjack/ajpopp, 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Athnul/Mhuirich, None

    Glass Pavilion 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.

    Glass Pavilion Card 2:
    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 3:
    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 4:
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 5:
    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 6:
    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 7:
    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 8:
    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: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Mavaro/kuey, Raz/MauveAvengr, Adowyn/Zalarian, None

    Dilapidated Plaza Card 1:
    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.

    Dilapidated Plaza Card 2:
    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 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.

    Dilapidated Plaza Card 4:
    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 5:
    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 6:
    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 7:
    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 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.

    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.


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

    OOT: I need to drop a card because of the blessing i used on Raz.

    Cards that were in my hand:
    Cat o' nine tails, blessing of pharasma, divine favor, grave tender.

    1d4 ⇒ 2

    pharasma goes out.

    now, I'd need to decide what i got back from my kill of the monster

    BotG2, Blessing of Pharasma

    1d2 ⇒ 1

    I got the BotG2 back.

    EOT: Reset hand.

    My current hand now:

    Divine favor
    Cat o' Nine Tails
    ac Kopis
    Athlete
    Blessing of the Gods 2


    deck handler

    Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
    Out of Turn Updates: Nil
    Turn: Turn 5: Sun Falcon
    Draw a random blessing from the box ==> Blessing of the Elements Woohoo!
    SOT: Nil
    Give Card: Nil
    Move: Stay at Location #7: Dilapidated Plaza
    Explore:

    #1: 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.

    Reveal The Missing Eye and Binder's Tome for +1d4.
    Combat DC12: 1d8 + 2 + 1d8 + 1 + 1d4 ⇒ (6) + 2 + (7) + 1 + (3) = 19 ==> Defeated

    Discard Blessing of the Elements (acq) to explore again.

    #2: 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.

    Reveal Spellbook for +1d4.
    Charisma DC8: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (2) = 11 ==> Acquired

    Discard Mumia Smugglers (acq) to explore again.

    #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.

    Reveal and recharge The Missing Eye for +1d6+2
    Reveal Binder's Tome for +1d4.
    Combat DC11+4: 1d8 + 2 + 1d8 + 1 + 1d6 + 2 + 1d4 ⇒ (3) + 2 + (2) + 1 + (5) + 2 + (3) = 18 ==> Defeated

    Closing:
    Recharge Armor of the Sands to bring Chronicler to top of deck.
    Reveal Spellbook for +1d4.
    Diplomacy DC4+2: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8 ==> Closed
    Location #7: Dilapidated Plaza BANISHED!
    Move to Location #6: Glass Pavilion

    End turn. Reset hand.

    Mavaro wrote:

    Hand: Chronicler, Fan of Flames, Spellbook, Blessing of the Spellbound 2, Sign of the Pack, Binder's Tome,

    On Top: Blessing of the Spellbound 1
    Displayed:
    Deck: 9 Discard: 3 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: 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:
    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.
    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 Spellbound 2
    Spoiler:
    Blessing of the Spellbound 2
    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.
    Sign of the Pack
    Spoiler:
    Sign of the Pack
    Traits: Sign
    Powers: Discard this card to add 1 die to any check. If the check is against a blessing, recharge this card instead.
    Discard this card to explore your location. If you encounter a blessing, 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:
    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Athnul: Spent 1 hero point
    Notes for Salim: Raz used BotG
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    The Shiny Bauble 1-10 remain

    Salim - Ghoul Square 3-10 remain
    Olenjack - Mumia Lab 1-10 remain
    Athnul, Mavaro - Glass Pavilion 3-10 remain
    Raz, Adowyn - Dilapidated Plaza BANISHED
    Dye Market 1-10 remain


    deck handler

    After falling rather unceremoniously from the wall, he starts rolling down the sandy terrain eventually finding himself at a run down ancient plaza. Almost immediately, a bunyip burst forth from the sand but Mavaro cuts it down swiftly with his magical sword. While catching a short breather, he seems to see a sun falcon flying towards him, and sure enough it leads a small team of would-be smugglers towards him. They are only glad to find company and joined up readily. A good thing to for they sported Aghash rising up the sand from behind Mavaro, before they fled to safety. Fearing the prowess of the monster, Mavaro summons all the magic within his sword as it turns ice cold. With the extra power, he defeats the henchman but leaving his sword drained. He sighs, putting it to one side and he trudges towards the nearby Glass Pavilion where Athnul is based, hoping for a short breather.


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

    Raz will go to Ghoul Square with Salim (then go to Mumia Lab on her turn)

    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 a 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.

  • 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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 6, 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:
    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:
    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.

    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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.

    Weapons
    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.

    Spoiler:
    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.

    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:
    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:
    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.

    Spells
    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.

    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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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


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

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

    Spoiler:
    Blessing of the 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 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 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.

    Top of Blessing Discard Pile:

    Blessing of the Ancients:
    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.

    Blessings Remaining: 25

    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 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 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 4 /
    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 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.
    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 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 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 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 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 /
    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 12 /
    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 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 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 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 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 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 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 22 /
    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 23 /
    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 24 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #1: 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: 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 #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: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, Raz/MauveAvengr, None

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

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

    Ghoul Square Card 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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: Olenjack/ajpopp, 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey, Athnul/Mhuirich, Adowyn/Zalarian, None

    Glass Pavilion 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.

    Glass Pavilion Card 2:
    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 3:
    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 4:
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 5:
    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 6:
    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 7:
    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 8:
    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 #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 (Al1/W1/Ar1/Sp1/Bl1) | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Out of Turn Updates: Recharged BotAncients on Athnul's turn. Moved to Glass Pavilion when Dilapidated Plaza closed
    Turn Order: Adowyn, Olenjack, Athnul, Raz, Salim, Mavaro

    Hour: 6 - Blessings Deck Card 1 / Blessing of the Ancients
    SOT: Examine due to Glass Pavilion (Glass Pavilion Card 1: Blessing of Ra)

    Give Card: Give Remove Curse to Mavaro
    Move: Glass Pavilion -> The Shiny Bauble

    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
    The Shiny Bauble Card 1: Acid Splash
    The Shiny Bauble Card 2: Explorer's Staff

    Explore: The Shiny Bauble Card 1: Acid Splash

    Intelligence Check DC 4: 1d6 ⇒ 6 Success

    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.

    Explore: Discard Fox to explore The Shiny Bauble Card 2: Explorer's Staff

    Strength Check DC 2: 1d6 ⇒ 3 Success

    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.

    Will recharge blessing of the Ancients to explore The Shiny Bauble Card 3: Toxic Geyser
    Adowyn steps away just as Leryn leaps ahead growling menacingly
    Will recharge a card (Explorer's Staff) to evade a bane I encounter and then may/will examine the top card of my location deck.

    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.

    Random The Shiny Bauble Card: 1d8 + 2 ⇒ (1) + 2 = 3 The Shiny Bauble Card 3: Toxic Geyser is on top

    EOT: End Turn and Reset hand revealing any plants as necessary. Discarding Acid Splash

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

    Adowyn wrote:

    Hand: Goblin Vine, I1ABCompass, S2Cure, w3Light Crossbow, Crocodile Skin Armor, 1 BotElements,

    Displayed: Leryn,
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Would like to keep BotElements to deal with geyser
    Movement: Move me to the Sepulcher of the Servant or where you think best if my location closes.
    Other: Feel free to bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)"
    You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.
    Leryn (Cohort)

    Spoiler:

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

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (5)
    Notes for Athnul: Spent 1 hero point
    Notes for Salim: Raz used BotG
    Notes for Mavaro: Mavaro has Adowyn's Remove Curse
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 3-10 remain // 3=Toxic Geyser (technically shuffled but likely unnecessary)
    Salim, Raz - Ghoul Square 1-8 remain
    Olenjack - Mumia Lab 1-10 remain
    Athnul, Mavaro - Glass Pavilion 1-8 remain
    Dye Market 1-10 remain

    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 a 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.

  • 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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 7, 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:
    Ghoul
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11 The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

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

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

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

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

    Spoiler:
    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:
    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.

    Spoiler:
    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."

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    Blessing of the 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 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.

    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: 24

    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 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 3 /
    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 4 /
    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 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 Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of 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 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 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 /
    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 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 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 13 /
    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 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 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 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 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 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 21 /
    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 22 /
    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 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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    The Shiny Bauble Card 1 (Toxic Geyser):
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    The Shiny Bauble Card 7:
    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 8:
    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 #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: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, Raz/MauveAvengr, None

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

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

    Ghoul Square Card 4:
    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 5:
    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 6:
    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 7:
    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 8:
    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: Olenjack/ajpopp, 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: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Mavaro/kuey, Athnul/Mhuirich, None

    Glass Pavilion 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.

    Glass Pavilion Card 2:
    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 3:
    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 4:
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 5:
    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 6:
    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 7:
    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 8:
    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 #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 (Al1/W1/Ar1/Sp1/Bl1) | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    The journey through the crowded market proves very difficult in getting close to the mutilator of the clergy. After taking her leave from Raz and Mavaro, she headed towards a large shop known as the Shiny Bauble.
    Inside the shop, Adowyn found a scroll and a sturdy walking staff to buy. Just as she was about to make her purchases, the assailant made his appearance known by causing a tornado of colored cloth erupt into the air as a distraction along with pushing over several vats and the large boiling pots of the nearby cooking stall. Adowyn barely avoided the first pot of boiling water as she looks around to find a way around the mess caused to go after the assassin.


    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 7 – Blessing 0/Blessing of the Elements
    SOT: Succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. Display Clockwork Spy for +2.
    Constitution 4: 1d6 + 2 ⇒ (1) + 2 = 3
    What do you know, another 1...
    Yeah, for the first time I’m going to use my re-roll.
    Constitution 4: 1d6 + 2 ⇒ (5) + 2 = 7

    Give card: nil
    Move: stay at #5 Mumia Lab

    Explore 1: Encounter Collapsing Scaffolding. Two checks to defeat.

    Spoiler:
    To Defeat:
    Dexterity, Acrobatics, or Perception 4
    THEN
    Dexterity, Acrobatics, or 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.

    1st check, Perception 4: 1d6 + 2 ⇒ (4) + 2 = 6
    Then I’ll make a Dex check and recharge Troubadour.
    2nd check, Dexterity 7: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (5) = 14
    Collapsing Scaffolding banished.
    I've got nothing left in the tank, so it's a short turn this time.

    EOT Reset hand.

    Olenjack wrote:

    Hand: Clockwork Spy, Dagger, Gambeson, Flawless Monocle, 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.

    Flawless Monocle
    Accessory/Magic/Basic
    Reveal this card to add 1d4 to your Craft or Perception check.
    Recharge this card to ignore a card's power that happens when you examine it.

    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.

    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 (7)
    Notes for Olenjack: Re-roll used
    Notes for Athnul: Spent 1 hero point
    Notes for Salim: Raz used BotG
    Notes for Mavaro: Mavaro has Adowyn's Remove Curse
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Toxic Geyser
    Salim, Raz - Ghoul Square 1-8 remain
    Olenjack - Mumia Lab 2-10 remain
    Athnul, Mavaro - Glass Pavilion 1-8 remain
    Dye Market 1-10 remain


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 8 - 1 / Blessing of Bastet

    SOT: Examine #6: Glass Pavilion: Blessing of Ra.
    Give Card: None
    Move: Stay at #6: Glass Pavilion

    Explore: Blessing of Ra, Blessing B, Div 6 OR Str/Mel 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.

    Melee 8: 1d6 + 2 ⇒ (4) + 2 = 6 - Failed, banished.

    Discard Falconer to explore.

    Explore: Shock Toad, Monster B, Combat 6

    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.

    Discard Ring of Wave Walking for Electricity damage. Reveal Khopesh (Melee + d8), recharge Blessing of the Samurai for character power, not card power (+ Wis)

    Combat 6: 1d6 + 2 + 1d8 + 1d10 + 1 ⇒ (5) + 2 + (8) + (4) + 1 = 20 - Auto success.

    EOT: Reset hand.

    Athnul wrote:

    Hand: Quartermaster, Falcon (UC), Blessing of the Gods 1, tr Khopesh, Amulet of Mighty Fists,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Notes: Try to save 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 Olenjack: Re-roll used
    Notes for Athnul: Spent 1 hero point
    Notes for Salim: Raz used BotG
    Notes for Mavaro: Mavaro has Adowyn's Remove Curse
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Toxic Geyser

    Salim, Raz - Ghoul Square 1-8 remain
    Olenjack - Mumia Lab 2-10 remain
    Athnul, Mavaro - Glass Pavilion 3-8 remain

    Dye Market 1-10 remain


    STR d8 + 1 (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 9 - 1 / Blessing of Bastet

    Blessing of Bastet:
    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.

    SOT: None
    Give Card: None
    Move: Move to #5 Mumia Lab

    Explore: Torch

    Torch:
    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.

    Diplomacy 4: 1d10 + 3 ⇒ (1) + 3 = 4

    Getting bad dice rolls out of the way. Acquired. Bury to explore

    Explore 2: Shasalqu

    Shasalqu:
    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.

    Will discard top card of deck to add to check. Discard lance.

    Wisdom 6: 1d6 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3

    Recharged Cards: 1d4 ⇒ 3

    Recharge everything but lance+1. Discard top card of deck to add 1d6+1. Discard Strength.

    Combat 9: 1d8 + 2 + 1d8 + 1 + 1d6 + 1 ⇒ (5) + 2 + (3) + 1 + (2) + 1 = 14

    Roll doesn't exceed 15 so no damage dealt. Turn over

    EOT: Reset hand.

    Raz wrote:

    Hand: Eagle Knight Dress Unifrom, Lance+1, Sage Journal, Recruit,

    Displayed:
    Deck: 10 Discard: 6 Buried: 1
    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: Recruit
    Spoiler:
    Recruit
    Traits: Human Soldier Basic
    Powers: Discard this card to add 1 to a combat check by a character at your location. If proficient with weapons, recharge this card instead.
    Discard this card to explore your locations.
    Sage Journal
    Spoiler:
    Sage Journal
    Traits: Book Basic
    Powers: Reveal this card to add 1d4 to your check to defeat a henchman or villain.
    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:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Olenjack: Re-roll used; Need to do Wisdom 6 or recharge 1d4 cards
    Notes for Athnul: Spent 1 hero point
    Notes for Salim: Raz used BotG
    Notes for Mavaro: Mavaro has Adowyn's Remove Curse
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Toxic Geyser

    Salim - Ghoul Square 1-8 remain
    Olenjack, Raz - Mumia Lab 4-10 remain
    Athnul, Mavaro - Glass Pavilion 3-8 remain

    Dye Market 1-10 remain


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

    OOT
    On Raz's turn, need to make a Wisdom 6 check or recharge 1d4 cards. Even if I display an ally, it's only a 50/50 chance. And we have a streak of rolling 1's.
    Wisdom 6: 1d6 ⇒ 1
    Yeah. Let's hope the 1-rolling continues...
    Recharge 1d4 cards: 1d4 ⇒ 4
    ...
    ...
    <sigh>
    Recharging everything but Sharper.

    Olenjack wrote:

    Hand: Sharper,

    On Top:
    Displayed:
    Deck: 12 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.


    CARD in hand:
    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.


    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 10 - Blessing of Ra

    Discover 1

    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.

    Constitution 4 to acquire: 1d8 ⇒ 6

    Whoa, new armor, who dis?

    Let's discard Athlete to discover again

    Discover 2

    Crocodile Skin Helmet:

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

    Constitution 6 to acquire: 1d8 ⇒ 1

    I'll discard BotG 2 to discover a third time

    Discover 3

    Ubashki Swarm:

    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.

    So I need two combat 8s

    Combat 8 to defeat: 1d8 + 3 + 3d4 ⇒ (3) + 3 + (3, 4, 3) = 16

    Round 2

    Combat 8 to defeat: 1d8 + 3 + 3d4 ⇒ (6) + 3 + (2, 4, 1) = 16

    Both times i defeated it by more than two, so i don't need another check.But i get to shuffle a card back from my discard: Grave Tender

    EOT: Reset hand

    My current hand:

    Divine favor
    Cat o' Nine Tails
    ac Kopis
    ac Crocodile Skin Armor
    Blessing of the Gods 3

    Discard and buried:

    Discarded:
    Blessing of Pharasma
    Athlete
    Blessing of the Gods 2
    Buried:
    none

    Skills and Powers:
    SKILLS
    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
    <Power 4>
    <Power 5>

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)
    Notes for Olenjack: Re-roll used; Need to do Wisdom 6 or recharge 1d4 cards
    Notes for Athnul: Spent 1 hero point
    Notes for Mavaro: Mavaro has Adowyn's Remove Curse
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Toxic Geyser
    Salim - Ghoul Square 4-8 remain
    Olenjack, Raz - Mumia Lab 4-10 remain
    Athnul, Mavaro - Glass Pavilion 3-8 remain
    Dye Market 1-10 remain

    Grand Lodge

    Per the location power, where does the Ubashki Swarm (undead) go?
    1d5 ⇒ 2 The Shiny Bauble

    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 a 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.

  • 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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 11, 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:
    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.

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

    Barriers
    Spoiler:
    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.

    Spoiler:
    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.

    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:
    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:
    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.

    Weapons
    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:
    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:
    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:
    Lightning Bolt
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity To Acquire:
    Intelligence
    Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 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:
    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:
    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:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

    Spoiler:
    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.

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

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

    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.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

    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.

    Blessings Remaining: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of 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 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 5 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    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 7 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of 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 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 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 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 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 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 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 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 17 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #1: 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: 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: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    The Shiny Bauble 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.

    The Shiny Bauble Card 2:
    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 3:
    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 4:
    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.

    The Shiny Bauble Card 5:
    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 6:
    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 7:
    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.

    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:
    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.

    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: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, None

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

    Ghoul Square Card 2:
    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 3:
    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 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.

    Ghoul Square 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.

    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: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Olenjack/ajpopp, Raz/MauveAvengr, None

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

    Mumia Lab Card 2:
    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 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.

    Mumia Lab Card 4:
    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 5:
    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 6:
    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 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.

    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: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Mavaro/kuey, Athnul/Mhuirich, None

    Glass Pavilion Card 1:
    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 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.

    Glass Pavilion Card 3:
    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 4:
    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 5:
    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 6:
    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 #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.


    deck handler

    Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
    Out of Turn Updates: Adowyn's turn: Receive Remove Curse (Adowyn)
    Turn: Turn 11: Hour of Khepri
    SOT: Nil
    Give Card: Nil
    Move: Stay at Location #6: Glass Pavilion
    Explore:

    #1: 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.

    Recharge Remove Curse (Adowyn) to bring Blessing of the Elements (mkt) to top of deck.
    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Dexterity DC6+4: 1d8 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (1) + (6) = 10 ==> Whew. Defeated.

    Discard Sign of the Pack to explore again.

    #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.

    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Intelligence DC7: 1d8 + 2 + 1d4 + 1d6 ⇒ (3) + 2 + (2) + (3) = 10 ==> Acquired.
    Encountered blessing, so Sign of the Pack is recharged instead.

    Discard Blessing of the Spellbound 2 to explore again.

    #3: 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.

    BYA: Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Constitution DC7: 1d8 + 2 + 1d4 + 1d6 ⇒ (3) + 2 + (3) + (1) = 9 ==> Succeeded.

    (Use Str for Combat.)
    Reveal Chronicler for +1d6. Put Fan of Flames in Recovery Pile for +1d6 (since I would lose it anyway if I lose this combat).
    1st Combat DC12: 1d8 + 2 + 1d6 + 1d6 ⇒ (2) + 2 + (6) + (6) = 16 ==> Succeeded.
    Reveal Chronicler for +1d6.
    2nd Combat DC14: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (5) = 15 ==> Defeated!!!
    Gain random Alchemical Item ==> Random Item #3: Flash Freeze

    Closing: Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Wisdom DC5+2: 1d8 + 2 + 1d4 + 1d6 ⇒ (4) + 2 + (4) + (5) = 15 ==> Closed

    Recovery, Fan of Flames: Although Mavaro proficient in Arcane, he does not have Arcane or Fortitude skill so discarded.

    Recharge Blessing of Wadjet (acq) to bring The Missing Eye to top of deck.
    End Turn. Reset Hand.

    Mavaro wrote:

    Hand: Chronicler, The Missing Eye, Spellbook, Planchette, Blessing of the Spellbound 1, Binder's Tome,

    On Top: Locate Object
    Displayed:
    Deck: 11 Discard: 5 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: Intelligence
    Arcane
    Wisdom
    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.
    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.
    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 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 (11)
    Notes for Olenjack: Re-roll used; Need to do Wisdom 6 or recharge 1d4 cards
    Notes for Athnul: Spent 1 hero point
    Random Card(s) Used: Item #3 used (1-2 examined)
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Toxic Geyser

    Salim - Ghoul Square 4-8 remain
    Olenjack, Raz - Mumia Lab 4-10 remain
    Athnul, Mavaro - Glass Pavilion BANISHED

    Dye Market 1-10 remain


    Female Human (Al1/W1/Ar1/Sp1/Bl1) | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

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

    Hour: 12 - Blessings Deck Card 1 / Blessing of the Elements
    SOT: Examine Top Blessing - Blessings Deck Card 2 / Blessing of the Ancients - Choose not to acquire
    Leryn will examine top card of location (The Shiny Bauble Card 1: Osirion History Guide)

    Adowyn pulls out a weathered compass, takes heed of the sun's location and heads in a different direction.
    Will Recharge compass to move and then may examine the top card of your location deck (Mumia Lab Card 1: Bonecrusher Hunter TRIGGER Will reveal crossbow and use goblinvine ).

    Light Crossbow Combat Check DC 9+2+3=14: 1d10 + 1d8 + 4 + 1d8 ⇒ (2) + (6) + 4 + (5) = 17 Monster defeated
    After defeating, examining the top card of my deck (Wendifisa Spear); 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.

    Will use cure spell on Raz
    Cure 1d4+1 Cards: 1d4 + 1 ⇒ (3) + 1 = 4

    Give Card: None
    Move: Mumia Lab -> The Shiny Bauble

    Explore: The Shiny Bauble Card 1: Osirion History Guide

    Wisdom Check DC 3: 1d8 ⇒ 3 Success

    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
    The Shiny Bauble Card 2: Acid Splash
    The Shiny Bauble Card 3: Compass

    Reminder of Scenario changes:
    When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    "Adowyn ends their turn.

    Adowyn attempts to recover all cards in their Recovery pile.
    S2Cure: Adowyn #8: 1d8 + 2 ⇒ (1) + 2 = 3 -> S2Cure discarded.
    Goblin Vine: Adowyn #6: 1d8 + 2 ⇒ (4) + 2 = 6 -> Goblin Vine recharged.

    Adowyn resets their hand."

    EOT: End Turn and Reset hand revealing any plants as necessary

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

    Adowyn wrote:

    Hand: w3Light Crossbow, Crocodile Skin Armor, 1 BotElements, Osirion History Guide, w2Wendifisa Spear,

    Displayed: Leryn,
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Please check Status sheet for what is available
    Movement: Move me to the Sepulcher of the Servant if my location closes.
    Other: Feel free to bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, 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 (11)
    Notes for Olenjack: Re-roll used; Need to do Wisdom 6 or recharge 1d4 cards
    Notes for Athnul: Spent 1 hero point
    Notes for Raz: Adowyn healed 4 cards
    Random Card(s) Used: Item #3 used (1-2 examined)
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 2=Acid Splash, 3 = Compass, ?=Toxic Geyser ?=Ubashki Swarm

    Salim - Ghoul Square 1-5 remain
    Olenjack, Raz - Mumia Lab 2-7 remain
    Athnul, Mavaro - Glass Pavilion BANISHED

    Dye Market 1-10 remain


    Female Human (Al1/W1/Ar1/Sp1/Bl1) | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Adowyn heads in the direction of Olenjack, Raz and her mount. On the way there, a gnoll hunter attempted to surprise Adowyn but was revealed at the last moment by Leryn. Both hunters exchanged several arrows but was finally able to be handled with the wolf flanking the creature.

    Adowyn then reports her findings, provides the paladin some healing and then heads back to the Shiny Bauble where she finds a dusty book that she finds interesting to read.


    deck handler

    Sorry realised I made a mistake at the end of my previous hand. Added Flash Freeze to my deck but forgot to put it into my hand. Corrected that by reversing my last card drawn. This should be the correct deck.

    "

    Mavaro wrote:

    Hand: Chronicler, The Missing Eye, Spellbook, Planchette, Flash Freeze (acq), Binder's Tome,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Current Location: Glass Pavilion
    Hero Points: 3
    NOTES:
    Available Support: 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 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

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

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armor | Weapons
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
    You may discard (☐ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


    Card Descriptions:
    Hand descriptions:
    The Missing Eye
    Spoiler:
    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.
    Planchette
    Spoiler:
    Traits: Object
    Mental
    Basic
    Powers: Traits:
    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.
    Spellbook
    Spoiler:
    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:
    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:
    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.
    Flash Freeze (acq)
    Spoiler:
    Traits: Liquid
    Cold
    Alchemical
    Basic
    Powers: 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.

    Display Descriptions:
    "

    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 a 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.

  • 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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 13, 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:
    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:
    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:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8 The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    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.

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

    Spoiler:
    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.

    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:
    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:
    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:
    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.

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

    Spoiler:
    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.

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

    Spoiler:
    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.

    Spoiler:
    Immolate
    Spell B
    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:
    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:
    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:
    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:
    Mistmail
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    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.

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 18

    Blessings Deck

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

    Location #1: 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: 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: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    The Shiny Bauble Card 1 (Acid Splash):
    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 (Compass):
    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 3:
    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.

    The Shiny Bauble Card 4:
    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 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.

    The Shiny Bauble Card 6:
    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.

    The Shiny Bauble Card 7:
    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 8:
    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.

    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: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, None

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

    Ghoul Square Card 2:
    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 3:
    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 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.

    Ghoul Square 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.

    Location #5: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Olenjack/ajpopp, Raz/MauveAvengr, None

    Mumia Lab Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 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.

    Location #6: Glass Pavilion
    Closed
    At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/kuey, Athnul/Mhuirich, 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

    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.


    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 13 – Blessing 0/Blessing of the Ancients
    SOT: Succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    Display Sharper for +2.
    Constitution 4: 1d6 + 2 ⇒ (2) + 2 = 4
    Success. No curse this time.
    Give card: nil
    Move: Move to #8, Dye Market

    Explore 1: Declined. I have no cards.

    EOT Reset hand.

    Olenjack wrote:

    Hand: Sharper, Masque, Quick-Change Mask, Psychic Detective, Masterwork Tools,

    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:
    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.

    Masterwork Tools
    Tool/Elite
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    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.

    Masque
    Human/Bard/Basic
    On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
    Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

    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.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (11)
    Notes for Olenjack: Re-roll used
    Notes for Athnul: Spent 1 hero point
    Notes for Raz: Adowyn healed 4 cards
    Random Card(s) Used: Item #3 used (1-2 examined)
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 2=Acid Splash, 3 = Compass, ?=Toxic Geyser ?=Ubashki Swarm
    Salim - Ghoul Square 1-5 remain
    Raz - Mumia Lab 1-6 remain
    Athnul, Mavaro - Glass Pavilion BANISHED
    Olenjack - Dye Market 1-10 remain

    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 a 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.

  • 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.

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Turn: 14, 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:
    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.

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

    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:
    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.

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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


    Blessings
    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 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 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 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 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    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 2 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    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 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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Wisdom
    Knowledge OR
    OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of 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 B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of 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 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 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 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 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 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 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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #1: 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: 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: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Adowyn/Zalarian, None

    The Shiny Bauble Card 1 (Acid Splash):
    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 (Compass):
    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 3:
    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.

    The Shiny Bauble Card 4:
    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 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.

    The Shiny Bauble Card 6:
    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.

    The Shiny Bauble Card 7:
    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 8:
    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.

    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: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/Sonor, None

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

    Ghoul Square Card 2:
    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 3:
    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 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.

    Ghoul Square 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.

    Location #5: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Raz/MauveAvengr, None

    Mumia Lab Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 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.

    Location #6: Glass Pavilion
    Closed
    At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Mavaro/kuey, Athnul/Mhuirich, 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: Olenjack/ajpopp, 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.


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
    Out of Turn Updates: None
    Turn: Turn 14 - 0 / Blessing of Thoth

    SOT: None
    Give Card: None
    Move: Move to #5: Mumia Lab

    Explore: Tarworks Master, Ally B, Craft/Cha/Dip 10

    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.

    Crafty, charismatic, or diplomatic. All the things Athnul is not. Auto-fail. Discard Quartermaster to explore.

    Explore: Magnifying Glass, Item C, Int/Percept 4

    Magnifying Glass:

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

    Perception 4: 1d10 + 3 ⇒ (2) + 3 = 5 - Acquired.

    Athnul almost trips over the magnifying glass before spotting it. "Seems like I might have need of this..."

    Discard Falcon to explore again.

    Explore: Blightwing, Henchman 1, Combat 11+#

    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.

    Reveal Amulet of Mighty Fists (Str + d4). Recharge Magnifying Glass (+Wis). Adowyn discards Light Crossbow (+d4).
    Combat 13: 1d6 + 2 + 2d4 + 1d10 + 1 ⇒ (6) + 2 + (1, 2) + (2) + 1 = 14 - Success


    Squeaked. Summon and encounter Crawling Hands for close. Using stats from the wiki since I can't find it in the BR posts.

    Crawling Hands:

    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.

    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Reveal Amulet of Mighty Fists (Str + d4). Recharge Khopesh (+Wis). Discard Blessing of the Gods (+d), discarding top of deck for scenario: Blessing of the Samurai (ouch). Salim discards his Blessing of the Gods (+d), and must discard a card as well.

    Combat 13 to defeat, 17 to prevent local buries: 3d6 + 2 + 1d4 + 1d10 + 1 ⇒ (2, 6, 1) + 2 + (4) + (3) + 1 = 19 - Success

    Hooray, no one buries cards. Mumia Lab is closed. Draw new Alchemical Item: another Item #1 is another Flash Freeze.

    EOT: Reset hand.

    Athnul wrote:

    Hand: ac Flash Freeze, Blessing of the Samurai 2, Camel (UC), Blessing of Cayden Cailean, Amulet of Mighty Fists,

    Displayed:
    Deck: 6 Discard: 7 Buried: 0
    Notes: Hurting, could use a cure. Try to save 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 (14)
    Notes for Adowyn: Athnul used Light Crossbow
    Notes for Olenjack: Re-roll used
    Notes for Athnul: Spent 1 hero point
    Notes for Raz: Adowyn healed 4 cards
    Notes for Salim: Athnul used Blessing of the Gods
    Random Card(s) Used: Item #1 used.
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
    Sepulcher of the Servant 1-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Acid Splash, 2 = Compass, ?=Toxic Geyser ?=Ubashki Swarm

    Salim - Ghoul Square 1-5 remain
    Athnul, Raz - Mumia Lab BANISHED
    Mavaro - Glass Pavilion BANISHED

    Olenjack - Dye Market 1-10 remain


    STR d8 + 1 (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: Adowyn cured Raz for 4 cards. Heal: lance, longspear, strength, djinni quarterstaff. Shuffle deck.
    Turn: Turn 15 - 1 / Blessing of Maat

    Blessing of Maat:
    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.

    SOT: None
    Give Card: None
    Move: Move to #1: Sepulcher of the Servant

    Explore: Shock Toad

    Shock Toad:
    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.

    Take 1 electricity damage. Discard sage journal. Will use lance+1 to do melee+1d8+1.

    Combat 6: 1d8 + 2 + 1d8 + 1 ⇒ (3) + 2 + (2) + 1 = 8

    Defeated. Will discard recruit to explore again

    Explore 2: Acid Jet

    Acid Jet:
    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.

    Divine 6: 1d6 + 1 ⇒ (5) + 1 = 6

    Acquired. Turn over

    EOT: Reset hand.

    Raz wrote:

    Hand: Eagle Knight Dress Unifrom, Lance+1, Riding Horse 1, Blessing of Gorum,

    Displayed:
    Deck: 11 Discard: 5 Buried: 1
    Notes: Have Horse. 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: Blessing of Gorum
    Spoiler:
    Blessing of Gorum
    Traits: Divine Gorum
    Powers: Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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.
    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.
    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:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14)
    Notes for Adowyn: Athnul used Light Crossbow
    Notes for Olenjack: Re-roll used
    Notes for Athnul: Spent 1 hero point
    Notes for Salim: Athnul used Blessing of the Gods
    Random Card(s) Used: Item #1 used.
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
    Raz - Sepulcher of the Servant 3-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Acid Splash, 2 = Compass, ?=Toxic Geyser ?=Ubashki Swarm

    Salim - Ghoul Square 1-5 remain
    Athnul - Mumia Lab BANISHED
    Mavaro - Glass Pavilion BANISHED

    Olenjack - Dye Market 1-10 remain


    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
    Out of Turn Updates: Discard BotG
    Turn: Turn 10 - Blessing of the Ancients
    SOT: None
    Give Card: None
    Move: Stay at Ghoul Square

    Discover 1

    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.

    EOT= Reset hand

    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

    My current hand:

    Divine favor
    Cat o' Nine Tails
    ac Kopis
    ac Crocodile Skin Armor
    Sage's Journal

    Discarded and buried:

    Blessing of Pharasma
    Blessing of the Gods 2
    Athlete
    Blessing of the Gods 3

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14)
    Notes for Adowyn: Athnul used Light Crossbow
    Notes for Olenjack: Re-roll used
    Notes for Athnul: Spent 1 hero point
    Random Card(s) Used: Item #1 used.
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close

    Raz - Sepulcher of the Servant 3-10 remain
    Adowyn - The Shiny Bauble 1-8 remain // 1=Acid Splash, 2 = Compass, ?=Toxic Geyser ?=Ubashki Swarm

    Salim - Ghoul Square 2-5 remain
    Athnul - Mumia Lab BANISHED
    Mavaro - Glass Pavilion BANISHED

    Olenjack - Dye Market 1-10 remain


    deck handler

    Turn Order: Olenjack, Athnul, Raz, Salim, Mavaro, Adowyn
    Out of Turn Updates: Nil
    Turn: Turn 17: Silver Crusade Favor

    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.

    Recharge Blessing of the Elements (acq) from discard.
    SOT: Nil
    Give Card: Nil
    Move: Move to Location #2: The Shiny Bauble
    Explore:
    #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.

    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Arcane DC4: 1d8 + 2 + 1d4 + 1d6 ⇒ (3) + 2 + (2) + (2) = 9 ==> Acquired

    Put Planchette in Recovery and select item. Examine next card #2 which is Compass so acquired.

    Discard Compass (acq) to explore again.

    #3: 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.

    Recharge Acid Splash (acq) to bring Blessing of the Elements (acq) to top of deck.
    Reveal The Missing Eye, Binder's Tome for +1d4 and Chronicler for +1d6.
    Combat DC12+2: 1d8 + 2 + 1d8 + 1 + 1d4 + 1d6 ⇒ (5) + 2 + (2) + 1 + (3) + (6) = 19 ==> Defeated and exceeded by 3.

    Recharge Flash Freeze (acq) to bring Cure to top of deck.
    End turn.
    Recovery, Planchette: Perception DC6: 1d8 + 2 ⇒ (7) + 2 = 9 ==> Recharged.
    Reset hand.

    "

    Mavaro wrote:

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

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Current Location: Glass Pavilion
    Hero Points: 3
    NOTES:
    Available Support: If you are in Mavaro's location, you get +1d4 to Combat (Mental) and Charisma checks. Athnul, come and Mavaro will Cure you immediately.

    Skills and Powers:
    SKILLS

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

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

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armor | Weapons
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
    You may discard (☐ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


    Card Descriptions:
    Hand descriptions:
    The Missing Eye
    Spoiler:
    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:
    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:
    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:
    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:
    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.
    Sign of the Lantern Bearer
    Spoiler:
    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.

    Display Descriptions:
    "

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14)
    Notes for Adowyn: Athnul used Light Crossbow. Recharge 1 card from discard or a random card from bury
    Notes for Olenjack: Re-roll used. Recharge 1 card from discard or a random card from bury
    Notes for Athnul: Spent 1 hero point. Recharge 1 card from discard or a random card from bury. Come to Mavaro and he'll Cure you immediately.
    Notes for Raz: Recharge 1 card from discard or a random card from bury
    Notes for Salim: Recharge 1 card from discard or a random card from bury
    Random Card(s) Used: Item #1 used.
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
    Additional Info 2: Third Law in effect
    Raz - Sepulcher of the Servant 3-10 remain
    Adowyn, Mavaro - The Shiny Bauble 4-8 remain // ?=Toxic Geyser ?=Ubashki Swarm

    Salim - Ghoul Square 2-5 remain
    Athnul - Mumia Lab BANISHED

    Olenjack - Dye Market 1-10 remain


    deck handler

    On Athnul's turn, if he comes to Shiny Bauble, Mavaro will use Cure on him.

    Cure on Athnul:

    Put Cure into Recovery, and heal Athnul for 1d4 + 1 ⇒ (1) + 1 = 2 Sigh
    Recovery Cure:
    Reveal Spellbook for +1d4 and Chronicler for +1d6
    Divine DC8: 1d8 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (4) + (5) = 12 ==> Recharged.


    Female Human (Al1/W1/Ar1/Sp1/Bl1) | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    Out of Turn Updates: Recharge cure due to Silver Crusade Favor; discard crossbow from Athnul's turn
    Turn Order: Adowyn, Olenjack, Athnul, Raz, Salim, Mavaro

    Hour: 18 - Blessings Deck Card 4 / Blessing of Bastet
    SOT: Will examine top of Blessings deck (Blessings Deck Card 5 / Blessing of Thoth) and will choose to encounter and recharge Osirian History guide to add a Die

    Divine Check DC 10: 1d8 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10 Success

    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.

    Leryn will examine top card of location (The Shiny Bauble Card 4: Dry Quicksand)

    Give Card: None
    Move: Shiny Bauble -> Sepulcher of the Servant

    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
    Sepulcher of the Servant Card 3: Galvanic Chakram +1 Weapon 1
    Sepulcher of the Servant Card 4: Hepsushep Barrier 2

    Explore: Sepulcher of the Servant Card 3: Galvanic Chakram +1

    Ranged Check DC 8: 1d10 + 4 ⇒ (6) + 4 = 10 Success

    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.

    Will discard BotElements to Explore again
    Explore: Sepulcher of the Servant Card 4: Hepsushep

    Will Discard spear to add another 1d12
    Wendifisa Spear Combat Check DC 15: 1d8 + 1d12 + 3 + 1d12 ⇒ (8) + (5) + 3 + (11) = 27 Monster defeated
    If check failed, discard the top card of my deck.
    After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

    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.

    Examining top 3 and reordering after dealing with Trigger in the following order:
    Sepulcher of the Servant Card 6: Crystal Stalker TRIGGER
    Sepulcher of the Servant Card 5: Blessing of Wadjet
    Sepulcher of the Servant Card 7: Burglar's Buckler

    Galvanic Chakram +1 Combat Check DC 9: 1d10 + 1d8 + 5 ⇒ (9) + (2) + 5 = 16 Monster defeated
    After defeating, examining the top card of my deck (Archer's Bracers); can/will draw it if animal

    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.

    Will Display Leryn

    Reminder of Scenario changes:
    When discard blessing for Single die increase then discard top of your deck

    EOT: End Turn and Reset hand revealing any plants as necessary

    Adowyn wrote:

    Hand: w1Shock Longbow +1, Crocodile Skin Armor, Archer's Bracers, BoThoth, Galvanic Chakram +1, 1 BotGreenFaith,

    Displayed: Leryn,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Please check Status sheet for what is available
    Other: Feel free to bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapons, Divine
    POWERS:
    After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, 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 (14) + 1 (Bauble acquire)
    Notes for Olenjack: Re-roll used. Recharge 1 card from discard or a random card from bury
    Notes for Athnul: Spent 1 hero point. Recharge 1 card from discard or a random card from bury. Come to Mavaro and he'll Cure you immediately.
    Notes for Raz: Recharge 1 card from discard or a random card from bury
    Notes for Salim: Recharge 1 card from discard or a random card from bury
    Random Card(s) Used: Item #1 used.
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck / Bheg = attempt to close
    Additional Info 2: Third Law in effect
    Raz, Adowyn - Sepulcher of the Servant 5,7-10 remain // 5=Blessing of Wadjet(Bl0), 7=Burgler Buckler(Ar1)
    Mavaro - The Shiny Bauble 4-8 remain // ?=Toxic Geyser ?=Ubashki Swarm
    Salim - Ghoul Square 2-5 remain
    Athnul - Mumia Lab BANISHED
    Olenjack - Dye Market 1-10 remain


    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: recharge Dragon Pistol from buried pile
    Turn: Turn 19 – Blessing 6/Blessing of Wadjet
    SOT:
    Give card: nil
    Move: Move to Sepulcher of the Servant

    Explore 1: encounter Blessing of Wadjet. Will recharge Quick-Change Mask to use Diplomacy to acquire instead of Divine.
    Diplomacy 5: 1d10 + 2 ⇒ (3) + 2 = 5
    Acquired Blessing of Wadjet.

    I will discard Blessing of Wadjet to examine then explore.
    Explore 2: encounter Burglar’s Buckler. Con, Fort, or Disable 6 to acquire.
    I’ll go with Disable, with the Blessing of Wadjet.
    Disable 6: 2d8 + 2 ⇒ (4, 4) + 2 = 10
    Acquired Burglar’s Buckler.
    Since Wadjet is also the hour, I draw a card—my man Dredge!

    I will discard Psychic Detective to examine the next card, which is Blessing of Nethys. I will explore.
    Explore 3: Encounter Blessing of Nethys. Wis, Perc 8 or Divine 5 to acquire. This could be handy, since there are 2 cards left in the deck, except I don’t want to explore again, since it’s a monster and a henchman remaining.
    I will display Dredge and Masque and make a Divine check.
    Divine 5: 1d4 + 4 ⇒ (2) + 4 = 6
    Acquired Blessing of Nethys!
    I’m going to reveal Sharper to swap Blessing of Nethys for…Blessing of Horus.
    I’m at 6 cards and don’t want to just throw one away, so I’ll discard Blessing of Horus to move back to the Dye Market and explore.

    Explore 4: at Dye Market, Crocodile Skin Armor. Con, Fort 4 to acquire.
    Con 4: 1d6 ⇒ 1
    Eh, the good luck had to end some time...too bad, because Sharper could have traded that Basic junk for good stuff.

    EOT Reset hand.

    Olenjack wrote:

    Hand: Sharper, Masque, Dredge, Burglar's Buckler, Masterwork Tools,

    On Top:
    Displayed:
    Deck: 9 Discard: 5 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:
    Masterwork Tools
    Tool/Elite
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    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.

    Masque
    Human/Bard/Basic
    On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.
    Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.

    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.

    Burglar's Buckler
    Shield
    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.

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14) + 1 (Bauble acquire)
    Notes for Olenjack: Re-roll used.
    Notes for Athnul: Spent 1 hero point. Recharge 1 card from discard or a random card from bury. Come to Mavaro and he'll Cure you immediately.
    Notes for Raz: Recharge 1 card from discard or a random card from bury
    Notes for Salim: Recharge 1 card from discard or a random card from bury
    Random Card(s) Used: Item #1 used.
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck
    Additional Info 2: Third Law in effect
    Raz, Adowyn - Sepulcher of the Servant 9-10 remain
    Mavaro - The Shiny Bauble 4-8 remain // ?=Toxic Geyser ?=Ubashki Swarm
    Salim - Ghoul Square 2-5 remain
    Athnul - Mumia Lab BANISHED
    Olenjack - Dye Market 2-10 remain


    Female Human (Al1/W1/Ar1/Sp1/Bl1) | My Deck Handler Tier 2 Hunter (Divine Hunter) (12789-1009)

    At end of Olenjack's turn, will do the following:

    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
    Sepulcher of the Servant Card 9: Urgraz
    Sepulcher of the Servant Card 10: Guardian Scroll

    Adowyn wrote:

    Hand: w1Shock Longbow +1, Crocodile Skin Armor, Archer's Bracers, BoThoth, Galvanic Chakram +1, 1 BotGreenFaith,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Please check Status sheet for what is available
    Other: Feel free to bot me if I need to Guard my location!"

    Status Link

    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14) + 1 (Bauble acquire)
    Notes for Olenjack: Re-roll used.
    Notes for Athnul: Spent 1 hero point. Recharge 1 card from discard or a random card from bury. Come to Mavaro and he'll Cure you immediately.
    Notes for Raz: Recharge 1 card from discard or a random card from bury
    Notes for Salim: Recharge 1 card from discard or a random card from bury
    Random Card(s) Used: Item #1 used/Blessing #1 used
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck
    Additional Info 2: Third Law in effect
    Raz, Adowyn - Sepulcher of the Servant 9-10 remain // 9=Urgraz, 10 = Guardian Scroll
    Mavaro - The Shiny Bauble 4-8 remain // ?=Toxic Geyser ?=Ubashki Swarm
    Salim - Ghoul Square 2-5 remain
    Athnul - Mumia Lab CLOSED
    Olenjack - Dye Market 2-10 remain


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

    Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz,
    Out of Turn Updates: Recharge Blessing of the Samurai for Silver Crusade
    Turn: Turn 20 - BR Update Card 8 / Blessing of the Ancients

    SOT: None
    Give Card: None
    Move: to #2: The Shiny Bauble

    Mavaro cast Cure before my first exploration: Ring of Wave Walking, Falcon.

    Explore: Dry Quicksand, Barrier C, Dex/Acro/Wis/Surv 9

    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.

    Use Adowyn's Blessing of Thoth for +2d

    Wisdom 9: 3d10 + 1 ⇒ (3, 7, 2) + 1 = 13 - Succeeded.

    Discard Camel to explore.

    Explore: Toxic Geyser, Barrier B, Dex/Acro/Wis/Surv 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.

    Banish Flash Freeze (+d12)

    Wisdom 9: 1d10 + 1 + 1d12 ⇒ (9) + 1 + (1) = 11 - Succeeded.

    EOT: End turn, reset hand.

    Athnul wrote:

    Hand: Blessing of Gorum, Conch Shell, Blessing of the Samurai 3, Blessing of Cayden Cailean, Amulet of Mighty Fists,

    Displayed:
    Deck: 6 Discard: 6 Buried: 0
    Notes: Bless as needed for villain
    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 (14) + 1 (Bauble acquire)
    Notes for Adowyn: Athnul used Blessing of Thoth
    Notes for Olenjack: Re-roll used.
    Notes for Athnul: Spent 1 hero point.
    Notes for Raz: Recharge 1 card from discard or a random card from bury
    Notes for Salim: Recharge 1 card from discard or a random card from bury
    Random Card(s) Used: Item #1 used/Blessing #1 used
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck
    Additional Info 2: Third Law in effect
    Raz, Adowyn - Sepulcher of the Servant 9-10 remain // 9=Urgraz, 10 = Guardian Scroll
    Athnul, Mavaro - The Shiny Bauble 6-8 remain // ?=Ubashki Swarm

    Salim - Ghoul Square 2-5 remain

    Olenjack - Dye Market 2-10 remain


    STR d8 + 1 (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: Recharge Blessing of the Gods 1 for Silver Crusade
    Turn: Turn 20 - BR Update Card 8 / Blessing of the Elements

    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.

    SOT: None
    Give Card: None
    Move: Stay put

    Explore: Urgraz

    Urgraz:
    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.

    Will keep my stuff as a spoiler until everyone guards their location

    Spoiler:
    Difficulty increase: 1d6 ⇒ 1

    Difficulty is increased by 1. Discrard top card of deck. Discard riding horse 2. Will use lance+1 and reveal riding horse 1 to do melee+1d8+1+1d8+1 since this is first combat of turn. Will discard Blessing of Gorum to add two dice to check. Will discard top card of deck to add 1d6+1. Discard Blessing of Iomedae.

    Die evil scum! Die

    Combat 16+1=17: 3d8 + 2 + 1d8 + 1 + 1d8 + 1 + 1d6 + 1 ⇒ (7, 3, 3) + 2 + (1) + 1 + (1) + 1 + (3) + 1 = 23

    Urgraz is defeated. Will wait on others to see if he escapes or not.

    EOT: End turn, reset hand.

    Raz wrote:

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

    Displayed:
    Deck: 8 Discard: 7 Buried: 1
    Notes: Have Horse. 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: 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.
    Longspear
    Spoiler:
    Longspear
    Traits: Spear Melee Piercing 2-Handed Basic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the new result.
    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:

    Status Link
    Most Recent BR Refresh
    Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (14) + 1 (Bauble acquire)
    Notes for Adowyn: Athnul used Blessing of Thoth, Discard top card of deck
    Notes for Olenjack: Re-roll used.
    Notes for Athnul: Spent 1 hero point.
    Notes for Raz: Recharge 1 card from discard or a random card from bury
    Notes for Salim: Recharge 1 card from discard or a random card from bury
    Random Card(s) Used: Item #1 used/Blessing #1 used
    Additional Info 1: SOT - When discard blessing for Single die increase then discard top of your deck
    Additional Info 2: Third Law in effect
    Raz, Adowyn - Sepulcher of the Servant BANISHED
    Athnul, Mavaro - The Shiny Bauble 6-8 remain // ?=Ubashki Swarm

    Salim - Ghoul Square 2-5 remain

    Olenjack - Dye Market 2-10 remain


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

    OOT Guarding 8: Dye Market
    Recharge Masterwork Tools, Masque, and Burglar's Buckler to guard location.
    I hope this works! (Because I won't be good for much on my turn if it doesn't.)


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

    Forgot to do Third Law. Will do it and keep in spoiler until everyone is done guarding.

    Third Law:
    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.

    Effects of Third Law:

    1d6 ⇒ 3

    Since 3 is greater than cards remaining in location deck (one card left), Raz will banish riding horse 1 (since this is done before I draw longspear) to appease the Third Law. Banish Third Law. Draw the spell Strength as a replacement when I reset my hand

    Raz wrote:

    Hand: Eagle Knight Dress Uniform, Lance+1, Longspear, Strength,

    Displayed:
    Deck: 7 Discard: 7 Buried: 1
    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: 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.
    Longspear
    Spoiler:
    Longspear
    Traits: Spear Melee Piercing 2-Handed Basic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the new result.
    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.
    Strength
    Spoiler:
    Strength
    Traits: Magic Arcane Divine Basic
    Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Strength checks.
    Recharge: At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 8 check to recharge it instead.
    Displayed descriptions:


    deck handler

    On Raz's turn
    Guarding Location #2: The Shiny Bauble

    Top card of Blessing discard: 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.

    Recharge Sign of the Lantern Bearer to bring Blessing of the Elements (mkt) to top of deck.
    Reveal Spellbook for +1d4 and Chronicler for +1d6.
    Request Adowyn to recharge 1 BotGreenFaith for +1d8. (Since it's a recharge and not a discard, don't think she would need to discard top card of deck.)
    Strength DC6: 1d8 + 2 + 1d4 + 1d6 + 1d8 ⇒ (1) + 2 + (1) + (1) + (8) = 13 ==> Acquired and Guarded

    "

    Mavaro wrote:

    Hand: The Missing Eye, Spellbook, Binder's Tome, Chronicler, Blessing of the Elements (acq) 2,

    Displayed:
    Deck: 14 Discard: 5 Buried: 0
    Current Location: Glass Pavilion
    Hero Points: 3
    NOTES:
    Available Support: 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 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Skills equal to Knowledge (from top card):
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma

    Favored Card: Your Choice (Weapon)
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors | ☐ Heavy Armor | Weapons
    POWERS:
    Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
    You may discard (☐ or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


    Card Descriptions:
    Hand descriptions:
    The Missing Eye
    Spoiler:
    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.
    Spellbook
    Spoiler:
    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:
    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:
    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 (acq) 2
    Spoiler:
    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.

    Display Descriptions:
    "


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

    Retconning my turn. Picking up from "Acquired Burglar's Buckler."

    Acquired Burglar’s Buckler.
    Discard the top card of my deck—dang it, there goes my man Dredge!
    And since Wadjet is also the hour, I draw Blessing of the Spy.

    I will discard Psychic Detective to examine the next card, which is Blessing of Nethys. I will explore.
    Explore 3: Encounter Blessing of Nethys. Wis, Perc 8 or Divine 5 to acquire. This could be handy, since there are 2 cards left in the deck, except I don’t want to explore again, since it’s a monster and a henchman remaining.
    I will display Masque and make a Divine check. Failed (in first attempt).
    So, I’ll bury Masterwork Tools to re-roll.
    Divine 5: 1d4 + 2 ⇒ (4) + 2 = 6

    SUCCESS!

    Acquired Blessing of Nethys!
    I’m going to reveal Sharper to swap Blessing of Nethys for…Blessing of Horus.
    I’m at 6 cards and don’t want to just throw one away, so I’ll discard Blessing of Horus to move back to the Dye Market and explore.

    Explore 4: at Dye Market, Crocodile Skin Armor. Con, Fort 4 to acquire.
    rolled a 1 the first time...

    Eh, the good luck had to end some time...too bad, because Sharper could have traded that Basic junk for good stuff.


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

    Olenjack will guard the Dye Market by recharging Blessing of the Spy, Masque, and Burglar's Buckler.


    The place of man is too crowded. I almost pity my brethren living there domesticated but they do have less of a chance to starve than my pack ever had.
    One of the dogs attempts to get close but backs away respectfully after sending one growl its way. The woman who raised me as pup found a sharp circular piece of metal that she seemed to like very much.
    The man who she and the others have been chasing is close by; the stench he emitted was foul and unlike any other smell I have ever encountered.
    The small humanoid that smells of several different large sweaty animals was very keen on taking on the other man and charged right towards him. She wasn't a member of the pack but her spirit was in the right place. As I circled around the large man clad in black armor, he lashed out cutting my ear and killing the gnome's mount. After howling with pain, I refocused on the man and growled even louder as I gnashed on his arm. For a split second, the man sensed fear but the feeling did not last very long before the gnome impaled him with a large wooden pole.

    Grand Lodge

    The dwarf screams at the sky, his face twisting with rage. “How dare they use me like this? I’ll kill them!” He startles as if noticing you for the first time. “Hey, cool your fireballs. The usij made me do all this. If you’re going after them, I’m all in. I know they hate you Pathfinders, and I want to teach them what happens when you mess with Urgraz!”

    A pause hangs in the air. "That's me. Urgraz the Undulent. Yeah, nah, leave that second part out. I'm working on it."

    You recall the mutilated clergy of Sarenrae as he rages at your foe from afar. A bloodthirsty grin spreads across his face. “C’mon, you know you wanna.”

    Away from the sight of the guards, the choice of whether or not to accept his offer falls squarely in your hands.

    SUCCESS!

    Scenario Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the weapon Ooze Falchion +1. At the end of each scenario, return the card to the game box. Each player may, for each future scenario, choose to exchange his character that completed this scenario with Urgraz from Hell’s Vengeance Character Deck 1. Urgraz gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Urgraz’s deck from the Hell’s Vengeance Character Deck 1 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Antipaladin Urgraz.

    Character Advancement: Everyone gets 1 XP; everyone also gets 1 Hero Point.

    Possible Deck Upgrades:

  • Mumia Smugglers (Ally B)
  • Crocodile Skin Armor (Armor C)
  • Burglar's Buckler (Armor 1)
  • Blessing of the Elements (Blessing B)
  • Blessing of the Elements (Blessing B)
  • Blessing of Thoth (Blessing 1)
  • Blessing of Thoth (Blessing 1)
  • Blessing of Wadjet (Blessing B)
  • Blessing of Horus (Blessing B)
  • Blessing of Wadjet (Blessing B)
  • Compass (Item C)
  • Flash Freeze (Item B)
  • Flash Freeze (Item B)
  • Magnifying Glass (Item C)
  • Osirion History Guide (Item B)
  • Acid Jet (Spell B)
  • Acid Splash (Spell B)
  • Acid Splash (Spell B)
  • Galvanic Chakram +1 (Weapon 1)
  • Djinni Quarterstaff (Weapon C)
  • Explorer's Staff (Weapon C)
  • Kopis (Weapon B)
  • Torch (Weapon C)

    To the Discussion thread, adventurers!

  • Grand Lodge

    Raz's Trading

    Armor 1

    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.

    Armor 2

    Alchemist's Shield:

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

    The dwarven smith eyes up the heavily-armored gnome as she steps into the shop.

    "Yeah?" he says gruffly.


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

    Don't the Smith's of Wati give weapons, not armor?

    Raz walks into the smith and eyes up a rather muscular dwarf. He looks up at her and barks "Yeah?".

    Raz eyes the smith and asks, "Do you have any weapons handy? I'm looking for a good nice lance or something along those lines?"

    The smith looks straight at Raz and points to two pieces of armor hanging on the shelves. "We have these." . A shirt made of rectangular plates of bone and a fancy looking shield line the back wall.

    "What'll you take for the lamellar?" Before the Smith can answer, Raz's assistant comes in, a young recruit. His eyes light up. "How about my young recruit friend works in your smith while I do a quick mission. He has always wanted to work in a blacksmith's shop. And he can work on repairing some of my armor while he's at it too."

    The smith grunts. "Sure.". He motions the kid to come to the back of the shop. Raz says her goodbyes "Learn lots! I'll be back soon!" . She wipes tears and thinks "Boy, he's growing up so fast!"

    Raz will return recruit to the game box and bury magic scale mail to take bone lamellar from the Smiths of Wati.

    Grand Lodge

    Please pardon your obviously-boneheaded GM.

    Raz wakes from a dream where she traded away the services of her young recruit to the Wati smiths for a suit of bone-plated armor. Assuming some sort of prophecy, Raz walks into the Smiths of Wati and finds a gruff dwarf that looks strangely familiar.

    Raz's ACTUAL Trading

    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.

    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.

    The dwarven smith eyes up the heavily-armored gnome as she steps into the shop.

    "Yeah?" he says gruffly. Raz experiences a strong sense of dèjá vu.


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

    Raz stops right in her tracks.

    "Yeah?". A shiver travels down her spine. Deja vu. Raz cautiously looks around. Where the bone lamellar was hanging is a sparkling javelin. And a chakram in place of the shield.

    "Can I look at that javelin? Tell me more about it" Raz speaks quietly, not sure if the blacksmith could hear her.

    Just then, her friend and associate - a recruit - walks in. He's holding on to Raz's scale mail. "I need to fix this Raz. It's too dented." He looks at the blacksmith. "I have some experience with the smith. Can I work with you while Raz goes on a mission? I can fix this up in no time and help around the smith"

    The dwarf grunts and motions for the recruit to come in the back. "Take that javelin, but be careful.".

    Raz slowly takes the javelin, looks behind her at the dwarf and the recruit, and walks out. She shakes her head as she tries to rid the sense of deja vu.

    Raz will return the recruit to the box and bury the magic scale mail for the javelin of lightning.

    Grand Lodge

    Chapter 2: Secrets Below the Sands

    You had hoped that the sinking realisation that a slain foe was rising from the dead would be the worst part of your day. As you face the Aspis Consortium leader Ridaiya Merai, you cogitate on how to explain why you are skulking around in her camp. As her guards confiscate the tablets you worked so hard to find, your mind races through possible excuses. You set upon a scapegoat that can no longer speak for herself. Merai listens intently to your claims that you stumbled into her camp by accident in pursuit of a dangerous usij cultist, whom you killed — and then killed again. Merai taps her lip. “In that case, Pathfinders,” she says, “perhaps we can come to an arrangement…”

    If your experiences with the cunning opportunism of Aspis agents have taught you anything, it is that a seeming attitude of conciliation is not cause to relax just yet.

    Merai continues, “It seems, then, that you have handled a common enemy. The desert and its denizens are unforgiving. That you survived against one of the usij proves that you have the combination of wits and skill at combat to prove an asset in these harsh lands. I believe that an alliance is in the best interests of both of us.”

    Your jaw drops. That was certainly not the response you expected. A spark of amusement fills Merai’s eyes. “If you prefer,” she says, “we can simply take these tablets and you can be on your way.”

    Thinking back on the challenges you have faced in a single day, you weigh your options. The tablets are more than a window into the past. They show the way to a far more exciting discovery: an ancient pyramid with the ability to soar through the sky! You could try to race the Aspis to the site, relying upon your memory of the tablets’ contents, or you could accept an unconventional ally against unknown dangers. The latter seems a far safer choice.

    Merai nods in approval. “Rest here for the night,” she says. “We’ll chart our course in the morning.” The next morning, the Aspis camp is buzzing with excitement. Merai wastes no time in getting to the point. “So, you’ve found a map to a sky pyramid. A place like that should have more than enough treasures to line our pockets while leaving plenty for you Pathfinders to display in a dusty museum. But we can’t head out to an expedition like that with the supplies we have right now. Let’s return to Sothis to restock. I’ll cover half of the cost, as long as your venture-captain covers the rest.”

    Grand Lodge

    3-2A: Raid on the Warehouse

    The return journey to Sothis is smooth. Back in the lush gardens of the Sothis Pathfinder lodge, you recount the tale of your most recent adventures, starting with your unexpected allies. Venture-Captain Norden Balentiir laughs heartily at your most recent turn of events.

    “An alliance with the Aspis Consortium! Well, tensions with the Consortium have been on the decline recently, but I was certainly not expecting a joint expedition. I would have expected most Aspis agents to make off with the tablets and a good deal more besides, rather than extend a hand of friendship. Where do you plan to travel?” The venture-captain leans forward, eyes widening as you speak of the maps to the ancient flying pyramid that you discovered. In hushed tones, he replies, “I trust you understand the significance of your discovery. I also trust that you understand the need for discretion when pursuing such a momentous find. Although the Consortium may be on our side this time, they are far from the only ones who could benefit greatly from the pyramid’s legacy.”

    With that, the venture-captain and your Aspis allies begin preparations for a lengthy expedition into uncharted desert. You select a discreet warehouse to store your supplies and enjoy a few days’ respite from the desert sands.

    The night before the expedition, you return to the warehouse to add the last of your supplies, only to notice that something is terribly wrong. You are not alone. A group of thieves is raiding your supplies! Their leader, a muscular man adorned in golden jewelry, intones a simple command.

    “They’ve returned! Don’t let them leave.”

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

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