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

Salim will start at location #1, Thornscrub

"

Salim wrote:

Hand: M Blessing of Pharasma 2, Blessing of the Gods 3, Cat o' Nine Tails, L Akhentepi's Armor, Divine Favor,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing available if needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +0
Diplomacy: Charisma +2
Knowldege: Intelligence +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
[i][/i]
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 ☑1d4(☑1d8) to your non-combat check against a bane

"

Grand Lodge

GM Only:
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.


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

Adowyn wanders around the busy markets and thinks to herself, "Raz indicated the smiths of Wati are a hard shop to find and she wasn't kidding." There were many more shops in the bazaar today; perhaps going to see Wati wasn't the best place to find good bargains. She then wanders into a curio shop and a mummified cat trinket catches her eye. The haggard shop owner brightens as the customer looks at an item of hers, "Ever hear of the Monkey's Paw milady? Just like that item, this trinket provides good luck when you need it. " Adowyn looks at the curious object and decides to bring it along into the desert.

Due to change in sunburst choice as well as boon swap for blessing, using Sunburst

Adowyn - 3-2B: Desert's Fury
Traders Sunburst Market - Putting Dog in box and putting Ubashki in to deck
Starting Location Same location as Mavaro
Loot
Swapping out Crocodile Skin Armor for Scarab Buckler
Starting Hand - Favored Card Ally
Will display Leryn on Turn 1 right after Timer Blessing is flipped and SOT is resolved

Adowyn wrote:

Hand: Archer's Bracers, Fox, s1Fiery Glare, 1 BotElements, Cloud Puff, Ubashki,

Displayed: Leryn,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Fox and Cloud Puff Available. Planning on giving BotElements to Mavaro.
Other: Please bot me if I need to Guard my location!"

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: 1 BoMilani, 1 BoAncients, Scarab Buckler, w3Wendifisa Spear, Dimorphodon, S2Cure, 1 BotGreenFaith, I1ABCompass, w1Demonbane Light Crossbow +1, w2Light Crossbow, Goblinvine
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, 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.


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

Raz will start at location #4, the Windswept Chasm.

At the Sunburst Market, she traded in a Researcher for a Camel.

Raz has the following loot:
a) Remove Curse (replacing Strength)
b) Spear of the Watchful Guardian (replacing Spear)
c) Ooze Falchion+1 (replacing Longsword)
d) Game of Afterlife (replacing Sage's Journal)

Raz wrote:

Hand: Champion's Do-Maru, Riding Horse 2, Camel 1 (UC), Lance+1,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: #4 Windswept Chasm
Hero Points: 1
NOTES:
Available Support: Mounts available for a charge!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.


deck handler

Mavaro will start at Location #3: Howling Sands (with Olenjack and Adowyn)

He'll visit Sunburst Trader, replacing Conch Shell with Blessing of the Elements (mkt).

Not getting any Loot.

"

Mavaro wrote:

Hand: The Missing Eye, Fan of Flames, Locate Object, Sign of the Lantern Bearer, Sign of the Pack, Compass, Pyrotechnic Blast,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: #3: Howling Sands
Hero Points: 1
XP: 2
NOTES:
Available Support: Use his blessings freely.

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.
Fan of Flames
Spoiler:
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.
Pyrotechnic Blast
Spoiler:
Traits: Magic
Arcane
Divine
Fire
Attack
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, 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 8 or Divine 10 check to recharge this card instead of discarding it.
Locate Object
Spoiler:
Traits: Magic
Arcane
Divine
Powers: Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Compass
Spoiler:
Traits: Object
Basic
Powers: Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
Discard this card to explore your location.
Sign of the Pack
Spoiler:
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.
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:
"


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

Athnul will start at #6: Shifting Dunes. She went to the Sunburst trader to exchange a Blessing of the Gods for Blessing of Ra.

Athnul wrote:

Hand: Conch Shell, Falcon (UC), Falconer (UC), Blessing of Gorum, Quartermaster,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available.

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
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. (☑ Then you may recharge that blessing to explore your location.)

Grand Lodge

Each of you have your proxy card shuffled into your starting location to start this scenario. Read below for more.

READ ME: Proxy/Token Card Shuffled In:
When your character proxy (or token card in PACG parlance) is shuffled in your location you may explore and play cards but you may never move and you must evade all banes that you encounter. When the proxy card is examined, encountered, or would be removed from the game, return it to the Vault.

Olenjack's New Friend:

A slinky appearing half-elf dressed in darkly-tinted leather armour eyes the dwarf up and down like a piece of meat. "We've got mutual.....acquaintances," she purrs as she bends over lasciviously to tighten the laces on her knee-high boots.

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.
Olenjack, please add Black Kiss to your hand at the start of Athnul's first turn.

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Turn: 1, Athnul/Mhuirich

Scourge Table:

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

Random Cards:

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

Spoiler:
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:
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.

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

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

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

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

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

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

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

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

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

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

Spells
Spoiler:
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:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Viper Strike
Spell B
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.

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

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

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

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

Spoiler:
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.

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

Spoiler:
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:
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:
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:
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:
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:
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:
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:
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.

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 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 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 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 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.

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: 29

Blessings Deck

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

Location #1: Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Salim/Sonor, Salim Token Card

Thornscrub Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Thornscrub Card 2:
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.

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

Thornscrub Card 4:
Character 1
Token B
Traits: This represents Salim.

Thornscrub 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.

Thornscrub Card 6:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Thornscrub Card 7:
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.

Thornscrub Card 8:
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.

Thornscrub Card 9:
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.

Thornscrub Card 10:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9 The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Thornscrub Card 11:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Towering Obelisk 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.

Towering Obelisk Card 2:
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.

Towering Obelisk Card 3:
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.

Towering Obelisk 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.

Towering Obelisk Card 5:
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.

Towering Obelisk Card 6:
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.

Towering Obelisk Card 7:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Towering Obelisk Card 8:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Towering Obelisk Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Location #3: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 4
Located/Displayed Here: Mavaro/kuey, Olenjack/ajpopp, Adowyn/Zalarian, Adowyn Token Card, Mavaro Token Card, Olenjack Token Card

Howling Sands 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.

Howling Sands Card 2:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 3:
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.

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

Howling Sands Card 5:
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.

Howling Sands Card 6:
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.

Howling Sands Card 7:
Character 2
Token B
Traits:
This represents Mavaro.

Howling Sands Card 8:
Character 3
Token B
Traits: This represents Adowyn.

Howling Sands Card 9:
Giant Slug
Ally B
Traits:
Animal
Acid To Acquire:
Wisdom
Survival 6 Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Howling Sands Card 10:
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.

Howling Sands Card 11:
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Howling Sands Card 12:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Howling Sands Card 13:
Character 4
Token B
Traits: This represents a Olenjack.

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Raz/MauveAvengr, Raz Token Card

Windswept Chasm Card 1:
Character 6
Token B
Traits: This represents Raz.

Windswept Chasm Card 2:
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.

Windswept Chasm 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.

Windswept Chasm Card 4:
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.

Windswept Chasm Card 5:
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.

Windswept Chasm Card 6:
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.

Windswept Chasm Card 7:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Windswept Chasm Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 9:
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.

Windswept Chasm Card 10:
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.

Windswept Chasm Card 11:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.

Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Athnul/Mhuirich, Athnul Token Card

Shifting Dunes Card 1:
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.

Shifting Dunes Card 2:
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

Shifting Dunes Card 3:
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.

Shifting Dunes Card 4:
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.

Shifting Dunes Card 5:
Character 5
Token B
Traits: This represents Athnul.

Shifting Dunes Card 6:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 7:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Shifting Dunes Card 8:
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.

Shifting Dunes Card 9:
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.

Shifting Dunes Card 10:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7 Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Shifting Dunes Card 11:
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.

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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 1 - 0 / Blessing of the Elements

SOT: None
Give Card: None
Move: Stay at #6: Shifting Dunes

Explore: 1/Shasalqu, Monster 1, Combat 9

Forced evasion. Discard Falcon to explore.

Explore: 1d11 ⇒ 4/Wing of Horus, Item B, Dex/Knw/Div 6

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.

Dex 6: 1d6 ⇒ 2 - Failed

Explore (reroll 4): 1d11 ⇒ 6/Pairaka, Henchman (Monster) 2, Com 13 OR Div 9

Forced evasion. End turn.

Discard None
Draw Camel Blessing of the Samurai

Summary:
Location = Stable
Acquired =
Banished = 4/Wing of Horus
Examined =
From Box =
Displayed =

Give =
Used =
Other =

Athnul wrote:

Hand: Conch Shell, Camel (UC), Falconer (UC), Blessing of Gorum, Blessing of the Samurai 3,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available.

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
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. (☑ 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)

Salim - Thornscrub 1-10 remain
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 1-10 remain
Raz - Windswept Chasm 1-10 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-3,5-10 remain // 1=Shasalqu, 6=Pairaka
Oasis 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 2 - Blessings Deck Card 1 / Blessing of Pharasma

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

SOT: None
Give Card: None
Move: Stay at #4 Windswept Chasm

Explore: 1/ Character 6

Character 6:
Character 6
Token B
Traits: This represents Raz.

I've found myself!

Raz will discard camel to explore again.

Explore 2: Immolate

Immolate:
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.

Divine 5: 1d6 + 1 ⇒ (4) + 1 = 5

EOT: Rest

Discard: Immolate
Draw: Blessing of Gorum

Summary:
Location = Windswept Chasm
Acquired = Character 6 (Proxy for Raz), Immolate
Banished =
Examined =
From Box =
Displayed =

Give =
Used = Camel (UC)
Other =

Raz wrote:

Hand: Champion's Do-Maru, Riding Horse 2, Blessing of Gorum, Lance+1,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: #4 Windswept Chasm
Hero Points: 1
NOTES:
Available Support: Mounts available for a charge!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)

Salim - Thornscrub 1-10 remain
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 1-10 remain
Raz - Windswept Chasm 3-10 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-3,5-10 remain // 1=Shasalqu, 6=Pairaka
Oasis 1-10 remain


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 3 - Blessing of Bastet

Discover 1

Pairaka:

Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

I cannot fight it, but i asked Raz to come over and do the dirty work for me, so I'll just step aside here.

EOT: Over to Raz, nothing happened as far as i am concerned.


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

RAZ TO THE RESCUE!

Raz will bury Riding Horse 2 to force Salim to evade Pairaka. Then I will move to the Thornscrub and encounter the henchman.

Pairaka:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Raz will reveal Lance+1 to do melee+1d8+1. Will discard top card of deck to add 1d6+1. Discard Eagle Knight Dress Uniform. Will reveal Champion's Do-Maru to add 1 to checks against Henchmen.

Combat 13: 1d8 + 2 + 1d8 + 1 + 1d6 + 1 + 1 ⇒ (3) + 2 + (4) + 1 + (4) + 1 + 1 = 16

HYAHH!!! TAKE THAT DIRTY SCUM! THAT'S WHAT YOU GET FOR MESSING WITH MY FRIENDS!!!!

Pairaka is defeated. She will also suffer a scourge.

Scourge: 1d6 ⇒ 3

Suffer Curse of Vulnerability

NOTHING CAN STOP THE ALMIGHTY RAZZMATAZZ!!!

Curse of Vulnerability:
Curse of Vulnerability
Type: Scourge
Traits: 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.

"O, wretches! You stand helpless before me!"

Now Raz can close the location. She will take one Poison damage. She will discard Champion's Do-Maru as damage.

Raz wrote:

Hand: Blessing of Gorum, Lance+1,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: #1 Thornscrub
Hero Points: 1
NOTES:
Available Support: No mounts left for a charge! :-(
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz*(CURSED)
Turn: 4, Mavaro/kuey

Scourge Table:

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

Random Cards:

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

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

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

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

Spoiler:
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:
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.

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

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

Spells
Spoiler:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Armors
Spoiler:
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:
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:
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.

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 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.

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

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

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

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

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

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

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

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

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

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

Spoiler:
Blessing of the 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: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of 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 3 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 5 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of 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 11 /
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 12 /
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 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 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.
Spoiler:
Blessings Deck Card 18 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
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 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 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 23 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 25 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of 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.

Location #1: Thornscrub
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor, Raz/MauveAvengr* (CURSED),

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Towering Obelisk 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.

Towering Obelisk Card 2:
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.

Towering Obelisk Card 3:
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.

Towering Obelisk 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.

Towering Obelisk Card 5:
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.

Towering Obelisk Card 6:
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.

Towering Obelisk Card 7:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Towering Obelisk Card 8:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Towering Obelisk Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Location #3: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 4
Located/Displayed Here: Mavaro/kuey, Olenjack/ajpopp, Adowyn/Zalarian, Adowyn Token Card, Mavaro Token Card, Olenjack Token Card

Howling Sands 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.

Howling Sands Card 2:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 3:
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.

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

Howling Sands Card 5:
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.

Howling Sands Card 6:
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.

Howling Sands Card 7:
Character 2
Token B
Traits:
This represents Mavaro.

Howling Sands Card 8:
Character 3
Token B
Traits: This represents Adowyn.

Howling Sands Card 9:
Giant Slug
Ally B
Traits:
Animal
Acid To Acquire:
Wisdom
Survival 6 Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Howling Sands Card 10:
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.

Howling Sands Card 11:
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Howling Sands Card 12:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Howling Sands Card 13:
Character 4
Token B
Traits: This represents Olenjack.
Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Windswept Chasm 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.

Windswept Chasm 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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
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.

Windswept Chasm Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Windswept Chasm Card 6:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 7:
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.

Windswept Chasm Card 8:
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.

Windswept Chasm Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.

Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Athnul/Mhuirich, Athnul Token Card, Shasalqu, Paraika

Shifting Dunes Card 1:
Character 5
Token B
Traits: This represents Athnul.

Shifting Dunes Card 2:
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

Shifting Dunes Card 3:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7 Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Shifting Dunes Card 4:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 5:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Shifting Dunes Card 6:
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.

Shifting Dunes Card 7:
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.

Shifting Dunes Card 8:
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.

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

Shifting Dunes 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.

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


deck handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of Turn Updates: Nil
Turn: Turn 4: Hour of Abadar
SOT: Nil
Give Card: Nil
Move: Stay at Location #3: Howling Sands
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.

Forced to Evade. Shuffled back into location.

Discard Compass to explore again.
Which card: 1-13: 1d13 ⇒ 3 ==> #3

#3: 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.

Wisdom DC7: 1d8 + 3 ⇒ (2) + 3 = 5 ==> Banished

Discard Sign of the Pack to explore again.
Which card: 1-2,4-13: 1d12 ⇒ 8 ==> #9

#9: Giant Slug:

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

Wisdom DC6: 1d8 + 3 ⇒ (5) + 3 = 8 ==> Acquired

Discard Sign of the Lantern Bearer to explore again.
Which card: 1-2,4-8,10-13: 1d11 ⇒ 4 ==> #5

#5: 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.

Forced to Evade. Shuffled back into location.

Put Locate Object in Recovery to search for boon.
Which card: 1-2,4-8,10-13: 1d11 ⇒ 10 ==> #12

#12: Armored Kilt:

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

Constitution DC5: 1d8 + 3 ⇒ (3) + 3 = 6 ==> Acquired

Recovery: Recharge Armored Kilt (Acq) to bring Spellbook to top of deck.
Arcane DC8: 1d8 + 3 ⇒ (8) + 3 = 11 ==> Recharged

End Turn
Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Fan of Flames, Pyrotechnic Blast, Giant Slug (Acq), Spellbook, Cure, Sign of the Stranger,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Current Location: #3: Howling Sands
Hero Points: 1
XP: 2
NOTES:
Available Support: Use his blessings freely.

Skills and Powers:
SKILLS

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

Skills equal to Knowledge (from top card):
Constitution
Fortitude
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.
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.
Fan of Flames
Spoiler:
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.
Pyrotechnic Blast
Spoiler:
Traits: Magic
Arcane
Divine
Fire
Attack
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, 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 8 or Divine 10 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.
Sign of the Stranger
Spoiler:
Traits: Sign
Powers: Discard this card to add 1 die to any check. If the check is against an item, recharge this card instead. Discard this card to explore your location. If you encounter an item, 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.
Giant Slug (Acq)
Spoiler:
Traits: Animal
Acid
Powers: Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Display Descriptions:
"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)

Salim, Raz - Thornscrub BANISHED
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands Shuffled | 1-2,4-8,10-11,13 remain // ?=Adowyn token, ?=Mavaro Token, ?=Olenjack Token, ? = Corridor Dart Trap, ?=Ghost Scorpion
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-10 remain // ?=Shasalqu, ?=Pairaka,?=Athnul Token
Oasis 1-10 remain


deck handler

At the start of Adowyn's turn, Mavaro will use Cure on himself. He is not badly injured but just to get his blessings and compass back into hand for future explores.

Out of Turn Updates: Adowyn's Turn (Turn 5)
Put Cure in Recovery to Heal 1d4 + 1 ⇒ (3) + 1 = 4 random cards from discard
Recovery: Reveal Spellbook for +1d4. (Because Divine is now equivalent to his Knowledge)
Divine DC8: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12 ==> Recharged

"

Mavaro wrote:

Hand: The Missing Eye, Fan of Flames, Pyrotechnic Blast, Spellbook, Giant Slug (Acq), Sign of the Stranger,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: #3: Howling Sands
Hero Points: 1
XP: 2
NOTES:
Available Support: Use his blessings freely.

Skills and Powers:
SKILLS

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

Skills equal to Knowledge (from top card):
Constitution
Fortitude
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.
Fan of Flames
Spoiler:
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.
Pyrotechnic Blast
Spoiler:
Traits: Magic
Arcane
Divine
Fire
Attack
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, 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 8 or Divine 10 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.
Sign of the Stranger
Spoiler:
Traits: Sign
Powers: Discard this card to add 1 die to any check. If the check is against an item, recharge this card instead. Discard this card to explore your location. If you encounter an item, 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.
Giant Slug (Acq)
Spoiler:
Traits: Animal
Acid
Powers: Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Display Descriptions:
"


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: 5 - Blessings Deck Card 1 / Blessing of Ra
SOT: Leryn will examine top card of location
Howling Sands Random Card ignore 3,9,12: 1d13 ⇒ 1 Howling Sands Card 1: Corridor Dart Trap

Give Card: Blessing of the Elements to Mavaro
Move: Stuck at Howling Sands

Explore: Howling Sands Card 1: Corridor Dart Trap

Forced to Evade and shuffle location

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.

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

Howling Sands Random Card ignore 3,9,12: 1d13 ⇒ 11 Howling Sands Card 11: Vanth
Howling Sands Random Card ignore 3,9,12: 1d13 ⇒ 1 Howling Sands Card 1: Corridor Dart Trap

Will discard Fox to explore again and then must evade and shuffle location

Reminder of Scenario changes:
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

EOT: End Turn, Recovery, 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: s1Fiery Glare, Archer's Bracers, Cloud Puff, Ubashki, I1ABCompass, S2Cure,

Displayed: Leryn,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 1
NOTES:
Available Support: Cloud Puff Available.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: Goblinvine, 1 BoMilani, w1Demonbane Light Crossbow +1, 1 BoAncients, Scarab Buckler, w3Wendifisa Spear, Dimorphodon, 1 BotGreenFaith, w2Light Crossbow
Recharged:
Discard Pile:Fox,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, 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.

"


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

At start of Olenjack's turn after SOT

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

Random Howling Sands Card Ignore 3,9,12: 1d13 ⇒ 7
Howling Sands Card 7: Character 2 Token B This represents Mavaro

Mavaro is Freed!

Random Howling Sands Card Ignore 3,7,9,12: 1d13 ⇒ 91d13 ⇒ 71d13 ⇒ 11 Howling Sands Card 11: Vanth

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)

Salim, Raz - Thornscrub BANISHED
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 11, Shuffled | 1-2,4-6,8,10-11,13 remain // ?=Adowyn token, ?=Olenjack Token, 1 = Corridor Dart Trap, 5=Ghost Scorpion, 11=Vanth
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-10 remain // ?=Shasalqu, ?=Pairaka,?=Athnul Token
Oasis 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

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 6 – Blessing 2/Blessing of Nethys
SOT: Recharge any cards with the Cold trait. n/a
Give card: nil
Move: Stuck at Howling Sands

Explore 1: Vanth. Must evade and shuffle deck.

Explore 2: Discard Psychic Detective to examine and explore.
Random card, ignore 3,7,9,12: 1d13 ⇒ 7
Random card, ignore 3,7,9,12: 1d13 ⇒ 1
Corridor Dart Trap. Must evade and shuffle deck.

Explore 3: Discard Black Kiss to explore.
Random card, ignore 3,7,9,12: 1d13 ⇒ 7
Random card, ignore 3,7,9,12: 1d13 ⇒ 3
Random card, ignore 3,7,9,12: 1d13 ⇒ 4
Coffer Corpse. Evade and shuffle. I'm not wasting any more allies on this. Mavaro, dig us out!

EOT Reset hand.

Olenjack wrote:

Hand: Troubadour, Blessing of the Spy 1, Blessing of Abadar, Dredge, Sharper, Mahga Threefingers,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

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 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• 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 1 (☑ 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (4)

Salim, Raz - Thornscrub BANISHED
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 11, Shuffled | 1-2,4-6,8,10-11,13 remain // ?=Adowyn token, ?=Olenjack Token, 1 = Corridor Dart Trap, 5=Ghost Scorpion, 11=Vanth
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-10 remain // ?=Shasalqu, ?=Pairaka,?=Athnul Token
Oasis 1-10 remain

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz*(CURSED)
Turn: 7, Athnul/Mhuirich

Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Death Hound
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7 After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.

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

Spoiler:
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.

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

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

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

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

Spoiler:
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:
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.

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

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

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

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

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

Spoiler:
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:
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:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
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.

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

Spoiler:
Crocodile Skin 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.

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

Spoiler:
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:
Hand of the Guilty Man
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7 Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 2 /
Blessing of 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 3 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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 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 /
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 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 Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 9 /
Blessing of 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 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 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 Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of 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 20 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 22 /
Blessing of 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 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.

Location #1: Thornscrub
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor, Raz/MauveAvengr,

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Towering Obelisk 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.

Towering Obelisk Card 2:
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.

Towering Obelisk Card 3:
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.

Towering Obelisk 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.

Towering Obelisk Card 5:
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.

Towering Obelisk Card 6:
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.

Towering Obelisk Card 7:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Towering Obelisk Card 8:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Towering Obelisk Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Location #3: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Mavaro/kuey, Olenjack/ajpopp, Adowyn/Zalarian, Adowyn Token Card, Olenjack Token Card, Corridor Dart Trap, Ghost Scorpion, Vanth, Coffer Corpse

Howling Sands Card 1:
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Howling Sands Card 2:
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.

Howling Sands Card 3:
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.

Howling Sands Card 4:
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.

Howling Sands Card 5:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Howling Sands Card 6:
Character 3
Token B
Traits: This represents Adowyn.

Howling Sands Card 7:
Character 4
Token B
Traits: This represents Olenjack.

Howling Sands Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Windswept Chasm 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.

Windswept Chasm 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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
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.

Windswept Chasm Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Windswept Chasm Card 6:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 7:
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.

Windswept Chasm Card 8:
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.

Windswept Chasm Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.
Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Athnul/Mhuirich, Athnul Token Card, Shasalqu, Paraika

Shifting Dunes Card 1:
Character 5
Token B
Traits: This represents Athnul.

Shifting Dunes Card 2:
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

Shifting Dunes Card 3:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7 Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Shifting Dunes Card 4:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 5:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Shifting Dunes Card 6:
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.

Shifting Dunes Card 7:
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.

Shifting Dunes Card 8:
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.

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

Shifting Dunes 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.

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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 7 - 0 / Blessing of the Elements

SOT: No armors. Reveal Falconer to recharge Falcon from discards.
Give Card: None
Move: Cannot, stay at #6: Shifting Dunes

Explore: 1/Athnul Token

Hooray, I'm back!. Discard Camel to explore again.

Explore: 2/Reta Bigbad, Ally P, Com 15 OR Cha/Dip 10

Reta Bigbad:

Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR
Charisma
Diplomacy 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.

Recharge BoSamurai, and Conch Shell for character power.

Combat 15: 2d6 + 2 + 1d10 + 2 ⇒ (1, 3) + 2 + (9) + 2 = 17 - Success.

Discard Rita to explore again

Explore: 3/Meehr Zet, Ally B, Cha/Dip 7

Meehr Zet:

Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Auto-fail. End turn.

EOT: Reset hand.

Athnul wrote:

Hand: Mastiff, Blessing of Cayden Cailean, Falconer (UC), Blessing of Gorum, Blessing of the Samurai 1,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available.
Movement: I'll move to wherever folks are still buried next turn.

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
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. (☑ 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)

Salim, Raz - Thornscrub BANISHED
Towering Obelisk 1-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 1-9 remain // ?=Adowyn token, ?=Olenjack Token, ?=Corridor Dart Trap, ?=Ghost Scorpion, ?=Vanth
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 4-10 remain // ?=Shasalqu, ?=Pairaka
Oasis 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 8 - Blessings Deck Card 1 / Blessing of Wadjet

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

SOT:
Give Card: None
Move: Location #2 Towering Obelisk

Explore: Blessing of Ra

Blessing of Ra:
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.

Will use melee. Will discard top card of deck to add 1d6+1. Discard Ooze Falchion+1 (ouch! Raz's best weapon...)

Melee 8: 1d8 + 2 + 1d6 + 1 ⇒ (4) + 2 + (2) + 1 = 9

Acquired. Will discard to explore again.

Explore 2: Falling Rubble

Spoiler:
Spoiler
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.

Will discard top card of deck to add 1d6+1. Discard Magic Scale Mail.

Dexterity 6: 1d8 + 1d6 + 1 ⇒ (5) + (6) + 1 = 12

Since I defeated, can explore again.

Explore 3: Ghoul

Ghoul:
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.

Will reveal Lance+1 to do melee+1d8+1

Combat 11: 1d8 + 2 + 1d8 + 1 ⇒ (5) + 2 + (3) + 1 = 11

Defeated. Will discard Blessing of Gorum to explore again.

Explore 4: Acid Flask

Acid Flask:
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.

Intelligence 5: 1d6 ⇒ 6

Acquired, but will discard on reset.

EOT: Reset hand.

Raz wrote:

Hand: Blessing of Iomedae, Camel 2 (trade), Riding Horse 3, Lance+1,

Displayed:
Deck: 6 Discard: 8 Buried: 1
Current Location: #1 Thornscrub
Hero Points: 1
NOTES:
Available Support: Mounts available for a charge!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (7)

Salim - Thornscrub BANISHED
Raz - Towering Obelisk 5-10 remain
Adowyn, Mavarao, Olenjack - Howling Sands 1-9 remain // ?=Adowyn token, ?=Olenjack Token, ?=Corridor Dart Trap, ?=Ghost Scorpion, ?=Vanth
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 4-10 remain // ?=Shasalqu, ?=Pairaka
Oasis 1-10 remain

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz*(CURSED)
Turn: 9, Salim/Sonor

Scourge Table:

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

Random Cards:

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

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

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

Spoiler:
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:
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.

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

Spoiler:
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.

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

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

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

Spoiler:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

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

Spoiler:
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.

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:
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:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Armors
Spoiler:
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.

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:
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:
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:
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.

Items
Spoiler:
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.

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

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

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

Allies
Spoiler:
Cleric of Nethys
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9 After you roll a check, recharge this card to add or subtract 2 from the 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.

Spoiler:
Embalmer
Ally C
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5 Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
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:
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:
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.

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

Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
Blessing 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.

Blessings Remaining: 21

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 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 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 /
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 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 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 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 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 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 /
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 C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of 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 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 18 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of 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.

Location #1: Thornscrub
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor,

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raz/MauveAvengr, None

Towering Obelisk Card 1:
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.

Towering Obelisk Card 2:
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.

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

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

Towering Obelisk Card 5:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Towering Obelisk Card 6:
Porcupine
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Location #3: Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Mavaro/kuey, Olenjack/ajpopp, Adowyn/Zalarian, Adowyn Token Card, Olenjack Token Card, Corridor Dart Trap, Ghost Scorpion, Vanth, Coffer Corpse

Howling Sands Card 1:
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Howling Sands Card 2:
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.

Howling Sands Card 3:
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.

Howling Sands Card 4:
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.

Howling Sands Card 5:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Howling Sands Card 6:
Character 3
Token B
Traits: This represents a character.

Howling Sands Card 7:
Character 4
Token B
Traits: This represents a character.

Howling Sands Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Windswept Chasm 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.

Windswept Chasm 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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
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.

Windswept Chasm Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Windswept Chasm Card 6:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 7:
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.

Windswept Chasm Card 8:
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.

Windswept Chasm Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.

Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Mhuirich, Shasalqu, Paraika

Shifting Dunes Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 2:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Shifting Dunes 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.

Shifting Dunes Card 4:
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.

Shifting Dunes 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.

Shifting Dunes Card 6:
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.

Shifting Dunes Card 7:
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.

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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*(CURSED)
Out of Turn Updates: None
Turn: Turn 9 - Blessing of Abadar
Move: Move to Howling Sands

Discover 1

Vanth:

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

I have to suffer a random scurge = 1d10 ⇒ 1

Curse of poisioning.

DC 13 Combat to defeat: 1d8 + 4 + 3d4 ⇒ (4) + 4 + (2, 3, 2) = 15

Discarding BotG to discover again

Discover 2

Coffer Corpse:

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

DC 8 Combat to defeat: 1d8 + 4 + 3d4 ⇒ (6) + 4 + (1, 3, 4) = 18
DC 10 Combat to defeat: 1d8 + 4 + 3d4 ⇒ (2) + 4 + (1, 1, 4) = 12

Reshuffling BotG.

EOT: Resetting hand, and recharging a random card after it.

"

Salim wrote:

Hand: M Blessing of Pharasma 2, Blessing of Pharasma 1, Cat o' Nine Tails, Divine Favor,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing available if needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +0
Diplomacy: Charisma +2
Knowldege: Intelligence +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
[i][/i]
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 ☑1d4(☑1d8) to your non-combat check against a bane

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9)

Salim - Thornscrub BANISHED
Raz - Towering Obelisk 1-6 remain
Adowyn, Mavarao, Olenjack - Howling Sands 3-9 remain // ?=Adowyn token, ?=Olenjack Token, ?=Corridor Dart Trap, ?=Ghost Scorpion, ?=Vanth
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-7 remain // ?=Shasalqu, ?=Pairaka
Oasis 1-10 remain


deck handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of Turn Updates: Nil
Turn: Turn 10: Hour of the Elements
SOT: Nil
Give Card: Give Giant Slug (Acq) to Adowyn
Move: Stay at Location #3: Howling Sands
Explore:

Howling Sands #3: 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.

Reveal Spellbook for +1d4.
Divine DC6: 1d8 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 ==> Acquired

Discard Sign of the Stranger to explore again.

Howling Sands #4: 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.

Encounter item so Sign of the Stranger is recharged instead.
Recharge Fireblade (acq) to bring Chronicler to top and shuffle deck.
Reveal Spellbook for +1d4.
Intelligence DC5: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 ==> Acquired

Recharge Acid Flask (acq) to bring Chronicler to top and shuffle deck.

End Turn: Reset Hand.

"

Mavaro wrote:

Hand: The Missing Eye, Fan of Flames, Pyrotechnic Blast, Spellbook, Chronicler, Planchette, Compass,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: #3: Howling Sands
Hero Points: 1
XP: 2
NOTES:
Available Support: If a boon is examined at location, please immediately use his Planchette to acquire.

Skills and Powers:
SKILLS

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

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

Favored Card: Your Choice (Weapon)
Hand Size: 6 ☑ 7
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.
Fan of Flames
Spoiler:
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.
Pyrotechnic Blast
Spoiler:
Traits: Magic
Arcane
Divine
Fire
Attack
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, 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 8 or Divine 10 check to recharge this card instead of discarding it.
Compass
Spoiler:
Traits: Object
Basic
Powers: Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
Discard this card to explore your location.
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.
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.

Display Descriptions:
"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9)
Notes for Adowyn: Given Giant Slug from Mavaro
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Raz - Towering Obelisk 1-6 remain
Adowyn, Mavarao, Olenjack, Salim - Howling Sands 5-9 remain // ?=Adowyn token, ?=Olenjack Token, ?=Corridor Dart Trap, ?=Ghost Scorpion
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-7 remain // ?=Shasalqu, ?=Pairaka
Oasis 1-10 remain


deck handler

Having finally extricated himself from the mounds of sand, Mavaro turns back and starts digging through, despite the howling sands pummeling and scouring his skin. He manages to pull out an aged parchment scroll and a worn flask of acid, but still no signs of Adowyn and Olenjack!


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

Out of Turn Updates: Given slug from Mavaro
Turn Order: Adowyn, Olenjack, Athnul, Raz, Salim, Mavaro

Hour: 11 - Blessings Deck Card 3 / Blessing of the Ancients
SOT: None
Give Card: None
Move: Stuck in Howling Sands
Explore: Howling Sands Card 5: Corridor Dart Trap

Adowyn steps away just as Leryn leaps ahead growling menacingly
Will recharge a card (Archer's Bracer's) to evade a bane I encounter and then may/will examine the top card of my location deck.
Random Howling Sands Card to Examine: 1d5 + 4 ⇒ (2) + 4 = 6 Howling Sands Card 6: Character 3 Token B - 3rd Character in turn order is Adowyn and is Freed!

Leryn's fur bristles at something. Adowyn looks up, drops the weathered compass she has in her hand as she draws her bow chasing after the wolf being dragged down by all the sand.
Will Discard compass to explore your location.

Random Howling Sands Card ignore 6: 1d5 + 4 ⇒ (4) + 4 = 8 Howling Sands Card 8: Pairaka

Pausing for Raz

Pairaka:

Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.


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

Raz hears her companions at the Howling Sands from afar. She will charge in and help them out!

Raz will bury her camel to charge in. She will reveal lance+1 to do melee+1d8+1. She will also reveal riding horse 3 to add 1d8 because this is Raz's first combat of the turn.

Pairaka:
Pairaka

Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Combat 13: 1d8 + 2 + 1d8 + 1 + 1d8 ⇒ (3) + 2 + (3) + 1 + (7) = 16

TAKE THAT VILE SCUM! GO BACK WHERE YOU CAME FROM!!

Raz will suffer a random scourge

Random Scourge: 1d6 ⇒ 5

Curse of the Ravenous:

While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:

1. blessings

2. allies

3. spells and weapons

4. items

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

"A plague of famine upon the nation!"

NOTHING CAN STOP THE ALMIGHTY RAZ!!!

Since Raz defeated the henchman, she can immediately attempt to close the location. She will attempt a Dexterity check. She'll discard top card of deck to add 1d6+1. Discard BotG

Dexterity4+1=5: 1d8 + 1d6 + 1 ⇒ (3) + (4) + 1 = 8

Location is closed. The other characters find themselves if they haven't already.

WHEW! ALL IN A DAYS WORK!

Raz wrote:

Hand: Blessing of Iomedae, Riding Horse 3, Lance+1,

Displayed:
Deck: 5 Discard: 8 Buried: 2
Current Location: #3 Howling Sands
Hero Points: 1
NOTES:
Available Support: Mounts available for a charge!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.


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

Continuing turn
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Cure 1d4+1 Cards Using Paizo Reroll: 1d4 + 1 ⇒ (2) + 1 = 3

Reminder of Scenario changes:
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.


EOT: End Turn, Recovery, and Reset hand revealing any plants as necessary
Recharge Cure Spell DC 8: 1d8 + 2 ⇒ (1) + 2 = 3 Cure is discarded

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

"

Adowyn wrote:

Hand: Cloud Puff, Ubashki, Giant Slug, s1Fiery Glare, Scarab Buckler, w1Demonbane Light Crossbow +1,

Displayed: Leryn,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Cloud Puff Available
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: 1 BoMilani, 1 BotGreenFaith, Dimorphodon, Goblinvine, w2Light Crossbow, w3Wendifisa Spear, 1 BoAncients
Recharged: Archer's Bracers, I1ABCompass,
Discard Pile:Fox, S2Cure,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, 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 (9)
Notes for Adowyn: Reroll used
Notes for Raz: cured by Adowyn for 3
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Raz - Towering Obelisk 1-6 remain
Adowyn, Mavarao, Olenjack, Salim - Howling Sands BANISHED
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-7 remain // ?=Shasalqu, ?=Pairaka
Oasis 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

Out of Turn Update: Raz will heal three cards (thank Adowyn!). Raz will heal: Ooze Falchion+1, Blessing of the Gods, and Eagle Knight Dress Uniform.

Raz wrote:

Hand: Blessing of Iomedae, Riding Horse 3, Lance+1,

Displayed:
Deck: 8 Discard: 5 Buried: 2
Current Location: Howling Sands
Hero Points: 1
NOTES:
Available Support: Mounts available for a charge!
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack, Athnul, Raz**(CURSED TWICE)
Turn: 12, 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:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8 When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

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

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

Spoiler:
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.

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

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

Spoiler:
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.

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

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

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

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

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

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

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

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

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

Spoiler:
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.

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

Spoiler:
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.

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

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

Spoiler:
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.

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

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

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

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

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 the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 3 /
Blessing of 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 4 /
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 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 7 /
Blessing of 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 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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of 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 the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5 On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 15 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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 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.

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

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Towering Obelisk Card 1:
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.

Towering Obelisk Card 2:
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.

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

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

Towering Obelisk Card 5:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Towering Obelisk Card 6:
Porcupine
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Location #3: Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor, Mavaro/kuey, Olenjack/ajpopp, Raz/MauveAvengr, Adowyn/Zalarian,

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Windswept Chasm 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.

Windswept Chasm 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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
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.

Windswept Chasm Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Windswept Chasm Card 6:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 7:
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.

Windswept Chasm Card 8:
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.

Windswept Chasm Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.

Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Mhuirich, Shasalqu, Paraika

Shifting Dunes Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 2:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Shifting Dunes 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.

Shifting Dunes Card 4:
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.

Shifting Dunes 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.

Shifting Dunes Card 6:
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.

Shifting Dunes Card 7:
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.

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 12 – Blessing 0/Blessing of the Ancients
SOT: Recharge any cards with the Cold trait. n/a
Give card: nil
Move: Move to #2, Towering Obelisk

Explore 1: Encounter Spell: Speak With Dead. Wisdom, Divine 4 to acquire.
Wisdom 4: 1d6 ⇒ 6
What do you know—acquired!

Discard Blessing of the Spy to explore again.

Explore 2: Encounter Enchanter. Oh no. That’s going to be 2 points of damage and a scourge. No thanks. I recharge Troubadour to evade.

I feel like I should explore again. There are boons here and Dredge can help me get them! I shall discard Dredge to explore (and get +1d4 to acquire). Cards 2-6 are left at the location, which has been shuffled.
Random card from location: 1d5 + 1 ⇒ (2) + 1 = 3

Encounter 3: Telekinesis Trap. (Not a boon.) Disable 9 to defeat. That’s a scary card--I’ll discard my Blessing of Abadar for this.
Disable 9: 3d8 + 2 ⇒ (6, 7, 7) + 2 = 22
Convincing success. Telekinesis Trap is banished. Time to rest up for what’s next.

EOT Reset hand.

Olenjack wrote:

Hand: Quick-Change Mask, Flawless Monocle, Gambeson, Speak With Dead, Sharper, Mahga Threefingers,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

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 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• 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 1 (☑ 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Adowyn: Reroll used
Notes for Raz: cured by Adowyn for 3
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Olenjack - Towering Obelisk 2, 4-6 shuffled remain // 2=Enchanter
Adowyn, Mavarao, Salim, Raz - Howling Sands BANISHED
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes 1-7 remain // ?=Shasalqu, ?=Pairaka
Oasis 1-10 remain

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack, Athnul, Raz**(CURSED TWICE)
Turn: 13, Athnul/Mhuirich

Scourge Table:

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

Random Cards:

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

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

Spoiler:
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.

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.

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

Spoiler:
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.

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

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

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

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

Spoiler:
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.

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

Spoiler:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Cure
Spell 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:
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.

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

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

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

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

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

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

Spoiler:
Shock Lizard
Ally B
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:
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:
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.

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

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

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

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

Top of Blessing Discard Pile:

Blessing of 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: 17

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 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 3 /
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 4 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of 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 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 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 Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of 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 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 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 14 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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.

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

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Olenjack/ajpopp, Enchanter

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

Towering Obelisk Card 2:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

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

Location #3: Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor, Mavaro/kuey, Raz/MauveAvengr, Adowyn/Zalarian,

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Windswept Chasm 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.

Windswept Chasm 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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
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.

Windswept Chasm Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Windswept Chasm Card 6:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 7:
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.

Windswept Chasm Card 8:
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.

Windswept Chasm Card 9:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.
Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Athnul/Mhuirich, Shasalqu, Paraika

Shifting Dunes Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 2:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Shifting Dunes 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.

Shifting Dunes Card 4:
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.

Shifting Dunes 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.

Shifting Dunes Card 6:
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.

Shifting Dunes Card 7:
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.

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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

Updating hand based on chat to swap out giant slug for archer's bracers.

Adowyn wrote:

Hand: Cloud Puff, Ubashki, Archer's Bracers, s1Fiery Glare, Scarab Buckler, w1Demonbane Light Crossbow +1,

Displayed: Leryn,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Cloud Puff Available
Other: Please bot me if I need to Guard my location!"

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: w2Light Crossbow, 1 BotGreenFaith, Goblinvine, 1 BoMilani, w3Wendifisa Spear, 1 BoAncients, Dimorphodon
Recharged: Giant Slug, I1ABCompass,
Discard Pile:Fox, S2Cure,
Buried Pile:


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 11 - 0 / Blessing of the Ancients

SOT: None
Give Card: None
Move: Stay at #6: Shifting Dunes

Explore: 1/Pairaka, Henchman (Monster) 2, Com 13 OR Div 9

Pairaka:

Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge BoSamurai to bless, Mastiff for character power.

Combat 13: 2d6 + 2 + 1d10 + 2 ⇒ (2, 5) + 2 + (3) + 2 = 14 - Success

Sourge: 1d6 ⇒ 2 - Poisoning

Attempt to close. Can't find Giant Sand Eel in BR post, using wiki.

Encounter: Giant Sand Eel, Henchman (Monster) B, Com 11+##

Giant Sand Eel:

Henchman B
Type: Monster
Traits:
Animal
Veteran
To Defeat:
Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number.

If undefeated, shuffle this card into a random open location deck and discard a card.

If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

Discard BoGorum to bless twice. Recharge Falconer for character power.

Combat 15: 3d6 + 2 + 1d10 + 2 ⇒ (6, 4, 4) + 2 + (9) + 2 = 27 - Success

#6 Shifting Dunes closed.

EOT: End turn, reset hand. Recharge Ring of Wave Walking for Poisoned scourge.

Athnul wrote:

Hand: Blessing of Ra (tr), Blessing of Cayden Cailean, Blessing of Gozreh, Amulet of Mighty Fists,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Hero Points: 0 // Athnul has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: Blessing available.

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
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. (☑ Then you may recharge that blessing to explore your location.)

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
Notes for Adowyn: Reroll used
Notes for Athnul: Poisoned
Notes for Raz: cured by Adowyn for 3
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Olenjack - Towering Obelisk 2, 4-6 shuffled remain // 2=Enchanter
Adowyn, Mavarao, Salim, Raz - Howling Sands BANISHED
Windswept Chasm 1-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes BANISHED
Oasis 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 12 - Blessings Deck Card 1 / 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 #4/Windswept Chasm

Explore: 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.

Raz will discard top card of deck to add 1d6+1. Warhorse - card is recharged instead.

Divine 6: 1d6 + 1 + 1d6 + 1 ⇒ (3) + 1 + (2) + 1 = 7

Acquired. Will discard Blessing of Bastet to examine top card of location. If bane, encounter and cannot be evaded. If boon, may encounter. Since it matches top card of blessing discard, can search deck for non-blessing card that has Gambling trait and draw it. Draw Game of Afterlife.

Examine/Explore 2 :Blessing of the Ancients

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.

Divine 3: 1d6 + 1 ⇒ (1) + 1 = 2
Divine 3 REROLL: 1d6 + 1 ⇒ (5) + 1 = 6

Used reroll to acquire Blessing of the Ancients. Will bury Game of Afterlife to banish Curse of the Ravenous from Raz. Can attempt an Intelligence 8 check to recharge instead. Discard top card of deck to add 1d6+1. Discard Eagle Knight Dress Uniform

Intelligence 8: 1d4 + 1d6 + 1 ⇒ (2) + (5) + 1 = 8

Raz is no longer Ravenous! Will discard Blessing of the Ancients to examine top card of location, then may explore .

Explore 3: Bonecrusher Hyenamaster

Bonecrusher Hyenamaster:
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.

Must encounter, difficulty increased by 3. Will reveal lance+1 to do melee+1d8+1. Since this is Raz's first combat of Raz's turn, can reveal riding horse 3 to add 1d8+1. Will repeat for second check (except not adding extra d8+1).

Combat 9+3=12: 1d8 + 2 + 1d8 + 1 + 1d8 + 1 ⇒ (4) + 2 + (7) + 1 + (2) + 1 = 17
Combat 9+3=12 (Second Combat): 1d8 + 2 + 1d8 + 1 ⇒ (2) + 2 + (7) + 1 = 12

Defeated! Will discard Blessing of Iomedae to explore again.

Explore 4: Bone Lamellar

Bone Lamellar:
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.

Raz can use Diplomacy to acquire

Diplomacy 6: 1d10 + 3 ⇒ (3) + 3 = 6

EOT: End turn, reset hand. No longer Ravenous so no need to do that. Still Vulnerable

Raz wrote:

Hand: Blessing of the Gods, Bone Lamellar, Riding Horse 3, Lance+1,

Displayed:
Deck: 7 Discard: 9 Buried: 2
Current Location: Windswept Chasm
Hero Points: 1
NOTES:
Available Support: Mounts available for a charge (only in emergency!)
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (13)
Notes for Adowyn: Reroll used
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Olenjack - Towering Obelisk 2, 4-6 shuffled remain // 2=Enchanter
Adowyn, Mavarao, Salim - Howling Sands BANISHED
Raz - Windswept Chasm 5-9 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes BANISHED
Oasis 1-10 remain

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack, Athnul* (CURSED), Raz*(CURSED)
Turn: 15, Salim/Sonor

Scourge Table:

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

Random Cards:

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

Spoiler:
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.

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

Spoiler:
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.

Barriers
Spoiler:
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.

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

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

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

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.

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

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

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

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

Items
Spoiler:
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.

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

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

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

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

Allies
Spoiler:
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.

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

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

Spoiler:
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:
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.

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

Spoiler:
Blessing of the 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:
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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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 /
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 Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
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 9 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of 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 12 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 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.

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

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Olenjack/ajpopp, Enchanter

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

Towering Obelisk Card 2:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

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

Location #3: Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor, Mavaro/kuey, Adowyn/Zalarian,

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Raz/MauveAvengr,

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

Windswept Chasm Card 2:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Windswept Chasm Card 3:
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.

Windswept Chasm 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.

Windswept Chasm Card 5:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.
Location #6: Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich,

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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

Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack, Athnul* (CURSED), Raz*(CURSED)
Out of Turn Updates: None
Turn: Turn 15 - Blessing of Horus
Move: Windswept Chasm

Discover 1

First Law:

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

Yay, first law :/

Discarding blessing of pharasma to explore again.
Discover 2

Alchemical glass:

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

Not my lucky day, huh.

Using my other blessing to try to defeat this
Intelligence 7 to defeat: 2d6 ⇒ (3, 5) = 8

barrier is banished

EOT: Reset hand(Curse of poisoning is in effect, the recharged card is Blessing of Pharasma)

"

Salim wrote:

Hand: Blessing of the Gods 3, Cat o' Nine Tails, Grave Tender, Divine Favor,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessing available if needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +0
Diplomacy: Charisma +2
Knowldege: Intelligence +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
[i][/i]
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 ☑1d4(☑1d8) to your non-combat check against a bane

"
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (15)
Notes for Adowyn: Reroll used
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used
Notes for Mavaro: (Broadcast: If examine boon at Howling Sands, bot Mavaro using Planchette to acquire.)

Olenjack - Towering Obelisk 2, 4-6 shuffled remain // 2=Enchanter
Adowyn, Mavarao - Howling Sands BANISHED
Raz.Salim - Windswept Chasm 3-5 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes BANISHED
Oasis 1-10 remain


deck handler

Turn Order: Athnul, Raz, Salim, Mavaro, Adowyn, Olenjack
Out of Turn Updates: Nil
Turn: Turn 16: Hour of Wadjet
SOT: Nil
Give Card: Nil
Move: Stay at Location #4: Windswept Chasm
Explore:

Windswept Chasm #3: 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.

Recharge Fan of Flames to bring Blessing of the Elements (mkt) to top of deck. (Strength = Knowledge)
Strength DC2: 1d8 + 3 ⇒ (4) + 3 = 7 ==> Acquired

Discard Compass to explore again.

Windswept Chasm #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.

(Charisma = Knowledge)
Reveal Spellbook for +1d4, and Chronicler for +1d6.
Charisma DC8: 1d8 + 3 + 1d4 + 1d6 ⇒ (8) + 3 + (3) + (1) = 15 ==> Defeated.
(Not examining for I suspect it is Pairaka.)

Recharge Explorer's Staff (acq) to bring Cure to top of deck, and shuffle.
End Turn: Reset hand.

"

Mavaro wrote:

Hand: The Missing Eye, Pyrotechnic Blast, Spellbook, Planchette, Chronicler, Cure, Sign of the Lantern Bearer,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: #4: Windswept Chasm
Hero Points: 1
XP: 2
NOTES:
Available Support: If a quality boon is examined at location, please immediately use his Planchette to acquire.

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
Melee

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.
Pyrotechnic Blast
Spoiler:
Traits: Magic
Arcane
Divine
Fire
Attack
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, 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 8 or Divine 10 check to recharge this card instead of discarding it.
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.
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:
"


deck handler

Out of Turn: At start of Adowyn's turn
Put Cure into Recovery for Raz to Heal 1d4 + 1 ⇒ (1) + 1 = 2 (Ahhh! That's all I've been rolling for all my Cures so far)

During Adowyn's Recovery phase
Recharge Planchette to bring Locate Object to top of deck and shuffle. (Divine = Knowledge)
Reveal Spellbook for +1d4, and Chronicler for +1d6.
Divine DC8: 1d8 + 3 + 1d4 + 1d6 ⇒ (2) + 3 + (1) + (1) = 7 Use reroll
Divine DC8: 2 + 3 + 1 + 1d6 ⇒ 2 + 3 + 1 + (1) = 7 Sigh. Discarded.

"

Mavaro wrote:

Hand: The Missing Eye, Pyrotechnic Blast, Spellbook, Chronicler, Sign of the Lantern Bearer,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Current Location: #4: Windswept Chasm
Hero Points: 1
XP: 2
NOTES:
Available Support: Use blessing (Sign) as needed.

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.
Pyrotechnic Blast
Spoiler:
Traits: Magic
Arcane
Divine
Fire
Attack
Powers: For your combat check or your check against a barrier that has the Lock or Obstacle trait, 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 8 or Divine 10 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.
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 (15)
Notes for Adowyn: Reroll used
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used; Heal 2 on Adowyn's turn from Mavaro
Notes for Mavaro: Reroll used.

Olenjack - Towering Obelisk 2, 4-6 shuffled remain // 2=Enchanter
Adowyn - Howling Sands BANISHED
Raz.Salim, Mavaro - Windswept Chasm 5 remain
Volcanic Vents 1-10 remain
Athnul - Shifting Dunes BANISHED
Oasis 1-10 remain

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: THE FIRST LAW IS SPOKEN!

The First Law:

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

Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack, Athnul* (CURSED), Raz*(CURSED)
Turn: 17, 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:
Brain Ooze
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12 The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

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

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

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

Spoiler:
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:
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.

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

Spoiler:
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.

Weapons
Spoiler:
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.

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:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

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

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

Spells
Spoiler:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

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 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.

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

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

Spoiler:
Crocodile Skin 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:
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.

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

Spoiler:
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:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4 Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

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

Allies
Spoiler:
Embalmer
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5 Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Spoiler:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8 Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of 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: 13

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 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 /
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 5 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Ancients
Blessing 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 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 10 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 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 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 13 /
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.

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

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Olenjack/ajpopp, Enchanter

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

Towering Obelisk Card 2:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

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

Location #3: Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Zalarian,

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Salim/Sonor, Mavaro/kuey, Raz/MauveAvengr,

Windswept Chasm Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Volcanic Vents Card 5:
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.

Volcanic Vents Card 6:
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.

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

Volcanic Vents Card 8:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 9:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 10:
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.
Location #6: Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich,

Location #7: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis Card 1:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Oasis Card 2:
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.

Oasis 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.

Oasis Card 4:
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.

Oasis Card 5:
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.

Oasis Card 6:
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.

Oasis Card 7:
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.

Oasis Card 8:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Oasis 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.

Oasis Card 10:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


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: 17 - Blessing of the Elements
SOT: None
Give Card: None
Move: Howling Sands -> Volcanic Vents

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
Volcanic Vents Card 1: Fiery Glare
Volcanic Vents Card 2: Blasphemous Priest

For first encounter, will use own Fiery Glare to banish Fiery Glare in order to encounter Priest. Will reveal bracers and use crossbow

Demonbane Light Crossbow +1 Combat Check DC 10: 1d10 + 1d8 + 5 + 2 ⇒ (3) + (1) + 5 + 2 = 11 Monster defeated
After defeating, examining the top card of my deck (Leryn); can/will draw it if animal

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.

Will Display Leryn

Adowyn whispers into Leryn's ear and points a finger towards her quarry
Since Leryn is displayed will put him on top of deck to examine the top 2 cards of my location
Volcanic Vents Card 3: Khopesh
Volcanic Vents Card 4: Frost Staff

Reminder of Scenario changes:
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.

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

Adowyn attempts to recover all cards in their Recovery pile.
s1Fiery Glare: Divine 8: 1d8 + 2 ⇒ (7) + 2 = 9 -> s1Fiery Glare recharged.

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

"

Adowyn wrote:

Hand: Cloud Puff, Ubashki, Archer's Bracers, Scarab Buckler, w1Demonbane Light Crossbow +1, Dimorphodon,

Displayed: Leryn,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Cloud Puff Available
Movement: Dimorphodon adds 1d4 to any combat and poison
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:
Reloaded:

Middle {Order is not Known}: 1 BotGreenFaith, w3Wendifisa Spear, 1 BoAncients, Goblinvine, w2Light Crossbow, 1 BoMilani
Recharged: Giant Slug, I1ABCompass, s1Fiery Glare,
Discard Pile:Fox, S2Cure,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons, Divine
POWERS:
After you defeat a monster (☐ or a barrier), you may examine the top card of your deck; if it has the Animal trait, 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 (17)
Notes for Adowyn: Reroll used
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used; Heal 2 on Adowyn's turn from Mavaro
Notes for Mavaro: Reroll used.
Additional Info 1: FIRST LAW!

Olenjack - Towering Obelisk 1-4 remain // ?=Enchanter
Raz.Salim, Mavaro - Windswept Chasm 1 remain
Adowyn - Volcanic Vents 3-10 remain // 3=Khopesh, 4=Frost Staff
Athnul - Shifting Dunes BANISHED
Oasis 1-10 remain


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

First Law Check
Wisdom Check DC 12: 1d8 + 10 ⇒ (4) + 10 = 14 First Law is intact


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

When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Turn Order: Salim, Mavaro, Adowyn, Olenjack, Athnul, Raz
Out of turn updates:
Turn: Turn 18 – Blessing 1/Blessing of the Elements
SOT: nil
Give card: nil
Move: Move to #7, Oasis

Display Gambeson.

Explore 1: Encounter Henchman Pairaka! I’m in trouble. Let’s try a Divine check. I’ll recharge my Quick-change Mask to use my Diplomacy instead of Divine. And I’ll display Sharper for +2. (And I’ve got Mahga for +3 after the roll if needed.)
Divine 9: 1d10 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Wow, didn’t need Mahga!
But now I suffer the scourge of…
Random Scourge: 1d6 ⇒ 6
Oof, Curse of Withering.
Since it wasn't a combat check, I don't have to worry about the First Law.

Pairaka is defeated, so I can close the location by recharging Speak With Dead…and miss out on all those boons. But so be it. Sadly, I have no liquids to recharge from my discards.
Oasis is closed

EOT Reset hand.

Olenjack wrote:

Hand: Dragon Pistol, Flawless Monocle, Masterwork Tools, Dagger, Sharper, Mahga Threefingers,

Displayed: Gambeson,
Deck: 7 Discard: 5 Buried: 0
Current Location: Oasis
Hero Points: 0
Dice Re-Roll Used for 3-2B?: N
NOTES:

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 ☐ +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
• 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 1 (☑ 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (17)
Notes for Adowyn: Reroll used
Notes for Olenjack: Curse of Withering
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used; Heal 2 on Adowyn's turn from Mavaro
Notes for Mavaro: Reroll used.
Additional Info 1: FIRST LAW!

Towering Obelisk 1-4 remain // ?=Enchanter
Raz.Salim, Mavaro - Windswept Chasm 1 remain
Adowyn - Volcanic Vents 3-10 remain // 3=Khopesh, 4=Frost Staff
Athnul - Shifting Dunes BANISHED
Olenjack - Oasis BANISHED


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 19 - 2 / Blessing of Maat

SOT: None
Give Card: None
Move: Move to #2: Towering Obelisk

Explore: 1/Porcupine, Ally C, Wis/Sur 7

Porcupine:

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

Wisdom 7: 1d10 + 2 ⇒ (7) + 2 = 9 - Success

Discard Porcupine to explore.

Explore: 2/Pairaka, Com 13 OR Div 9

Pairaka:

Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Reveal Mighty Fists. Recharge BoCayden Cailean.

Combat 13: 1d6 + 2 + 1d10 + 2 + 1d4 ⇒ (4) + 2 + (6) + 2 + (3) = 17 - Defeated.

Scourge: 1d6 ⇒ 1 - Poisoned again.

Summon Aghash to attempt the close.

Encounter: Aghash, Henchman (Monster) B, Com 11+## OR Div 8+##

Aghash:

Henchman B
Type: Monster
Traits:
Trigger
Curse
Outsider
Electricity
Veteran
To Defeat:
Combat 8
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 Mighty Fists. Recharge BoGozreh.

Combat 13: 1d6 + 2 + 1d10 + 2 + 1d4 ⇒ (1) + 2 + (4) + 2 + (2) = 11 - Failed.

Borrow Salim's Blessing of the Gods to copy Blessing of Maat's power to add three, and make it a success. Towering Obelisk is closed.

EOT: Reset hand. Recharge Amulet of Fiery Fists, Amulet of Mighty Fists for Poisoned curses.

Athnul wrote:

Hand: Blessing of Ra (tr), Blessing of the Samurai 2, Falcon (UC),

Displayed:
Deck: 11 Discard: 6 Buried: 0
Hero Points: 0 // Athnul has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

When you would heal any number of cards, you may remove this scourge instead.


NOTES:
Available Support: Blessing available.
Other: Poisoned twice.

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
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. (☑ 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 (17)
Notes for Adowyn: Reroll used
Notes for Olenjack: Curse of Withering
Notes for Athnul: Poisoned
Notes for Raz: Vulnerable; Reroll used; Heal 2 on Adowyn's turn from Mavaro
Notes for Mavaro: Reroll used.
Additional Info 1: FIRST LAW!

Athnul - Towering Obelisk BANISHED

Raz.Salim, Mavaro - Windswept Chasm 1 remain
Adowyn - Volcanic Vents 3-10 remain // 3=Khopesh, 4=Frost Staff

Olenjack - Oasis BANISHED


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

Amending to check for First Law.

First Law 17: 1d10 + 2 + 13 ⇒ (10) + 2 + 13 = 25 - Success
First Law 14: 1d10 + 2 + 13 ⇒ (1) + 2 + 13 = 16 - Success

First Law is still active.


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: Mavaro healed Raz for 2. Shuffle in Champion Do-Maru and Blessing of the Ancients
Turn: Turn 20 - Blessings Deck Card 3 /

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.

SOT: None
Give Card: None
Move: Stay at #4 Windswept Chasm

Explore: Pairaka

Pairaka:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

I'll be discarding my hand to close so I'll just go all out. Lance+1 does melee+1d8+1. Discard to add 1d6. Reveal riding horse to add 1d8+1. Discard Blessing of the Gods to bless.

Combat 13: 2d8 + 2 + 1d8 + 1 + 1d6 + 1d8 + 1 ⇒ (7, 5) + 2 + (7) + 1 + (4) + (8) + 1 = 35

Defeated. Have to deal with First Law

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

Wisdom 35: 1d6 + 13 ⇒ (6) + 13 = 19

Raz becomes Ravenous again! Can attempt to close location by discarding hand. Discard Riding Horse 3 and Bone Lamellar. When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.

Random Cards From Discard: 1d4 - 1 ⇒ (4) - 1 = 3

Draw three random cards from discard. Draw Blessing of the Gods, Lance+1, Blessing of Bastet. Windswept Chasm is officially closed.

EOT: End turn. Deal with Curse of Ravenous.

Curse of the Ravenous:
Curse of the Ravenous
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:

1. blessings

2. allies

3. spells and weapons

4. items

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

"A plague of famine upon the nation!"

Curse of the Ravenous: 1d4 ⇒ 4

Raz buries all items in discard. No items in discard!

Raz wrote:

Hand: Blessing of the Gods, Lance+1, Blessing of Bastet (acq), Remove Curse (loot),

Displayed: Curse of Vulnerability ,
Deck: 8 Discard: 8 Buried: 2
Current Location: Windswept Chasm
Hero Points: 1
NOTES:
Available Support: Blessings available
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (17)
Notes for Adowyn: Reroll used
Notes for Olenjack: Curse of Withering
Notes for Athnul: Poisoned x2
Notes for Raz: Vulnerable; Reroll used
Notes for Salim: Athnul used Blessing of the Gods
Notes for Mavaro: Reroll used.
Additional Info 1: FIRST LAW!

Athnul - Towering Obelisk BANISHED

Raz.Salim, Mavaro - Windswept Chasm BANISHED
Adowyn - Volcanic Vents 3-10 remain // 3=Khopesh, 4=Frost Staff

Olenjack - Oasis BANISHED


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

Out of Turn Raz will use Remove Curse on herself to remove Curse of the Ravenous. Raz is no longer Ravenous. Remove Curse is recharged.

Raz wrote:

Hand: Blessing of the Gods, Lance+1, Blessing of Bastet (acq),

Displayed: Curse of Vulnerability ,
Deck: 9 Discard: 8 Buried: 2
Current Location: Windswept Chasm
Hero Points: 1
NOTES:
Available Support: Blessings available
Other: Hi I'm Raz! Please bot me if I need to Guard my location!

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength+2
Dexterity d8 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Divine: Wisdom+1
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma+2

Favored Card: Ally
Hand Size: 4 ☐ 5
Proficiencies:
Light Armor Heavy Armor Weapons
POWERS:
You may discard the top card of your deck to add 1d6 (☑+1) to your check. If that card has the Mount trait, 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.

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules:

Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack* (CURSED), Athnul* (CURSED), Raz** (CURSED TWICE)
Turn: 21, Salim/Sonor

Scourge Table:

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

Random Cards:

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

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

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

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

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

Spoiler:
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.

Weapons
Spoiler:
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.

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

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

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

Spoiler:
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.

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

Spoiler:
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:
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:
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:
Mummify Self
Spell P
Traits:
Magic
Divine To Acquire:
WisdomDivine 10 Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

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

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

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

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

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

Spoiler:
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.

Allies
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.

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

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of the 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: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the 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 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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 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 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 9 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Location #2: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich,

Location #3: Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Sonor, Mavaro/kuey, Raz/MauveAvengr,

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Adowyn/Zalarian, None

Volcanic Vents Card 1 (Khopesh):
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.

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

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
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.

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

Volcanic Vents Card 6:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Volcanic Vents Card 8:
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Location #6: Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Olenjack/ajpopp, None


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

Second amendment. Use Towering Obelisk close power to remove one of my curses. At end of turn only had one curse, so I will not have had to recharge Amulet of Mighty Fists.

Athnul wrote:

Hand: Falcon (UC), Blessing of Ra (tr), Blessing of the Samurai 2, Amulet of Mighty Fists,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessing available.
Other: Curse of Poisoning

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
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. (☑ Then you may recharge that blessing to explore your location.)


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

Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack, Athnul* (CURSED), Raz*(CURSED)
Out of Turn Updates: None
Turn: Turn 15 - Blessing of the Ancients
Move: Volcanic Vents

Discover 1

Khopesh:

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.

DC 7 melee: 1d6 ⇒ 3

discarding grave tender to discover again

Discover 2

Frost staff:

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

DC 6 Divine: 1d6 ⇒ 6

EOT: Reset hand.

Recharged at the end of the turn: Cat o' nine tails

"

Salim wrote:

Hand: Blessing of the Gods 3, Frost Staff, Shackles of Complience, Divine Favor,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blessing available if needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +0
Diplomacy: Charisma +2
Knowldege: Intelligence +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
[i][/i]
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 ☑1d4(☑1d8) to your non-combat check against a bane

"

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (17)
Notes for Adowyn: Reroll used
Notes for Olenjack: Curse of Withering
Notes for Athnul: Curse of Poisoning
Notes for Raz: Vulnerable; Reroll used
Notes for Salim: Athnul used Blessing of the Gods
Notes for Mavaro: Reroll used.
Additional Info 1: FIRST LAW!

Athnul - Towering Obelisk BANISHED

Raz. Mavaro - Windswept Chasm BANISHED
Adowyn,Salim - Volcanic Vents 3-8 remain Staff

Olenjack - Oasis BANISHED

Grand Lodge

During This Adventure: The scourge die is 1d6.

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

Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

During This Scenario: After placing token cards, shuffle each player’s token card into his location deck.

To win the scenario, close all of the locations.
Additional Rules: Turn Order: Salim*(CURSED), Mavaro, Adowyn, Olenjack* (CURSED), Athnul* (CURSED), Raz** (CURSED TWICE)
Turn: 22, 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:
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:
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:
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:
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.

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

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

Spoiler:
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:
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.

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

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

Spoiler:
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:
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.

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

Spoiler:
Heat Metal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7 Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 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:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
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 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.

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

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

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

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

Spoiler:
Camel
Ally C
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:
Embalmer
Ally C
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5 Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
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 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 /
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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 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 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 8 /
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.

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

Location #2: Towering Obelisk
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/Mhuirich,

Location #3: Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/kuey, Raz/MauveAvengr,

Location #5: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Salim/Sonor, Adowyn/Zalarian, None

Volcanic Vents Card 1:
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.

Volcanic Vents Card 2:
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.

Volcanic Vents Card 3:
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.

Volcanic Vents Card 4:
Pairaka
Henchman 2
Type: Monster
Traits:
Curse
Outsider
Trigger
To Defeat:
Combat 13
OR Divine 9 When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 5:
Tekenu
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13 The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Volcanic Vents Card 6:
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.
Location #6: Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Olenjack/ajpopp, None

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