[ACG] Yewstance Solo Grounds (Inactive)

Game Master Yewstance



This is a thread to be used when I wish to solo play my PACS characters through reportable scenarios via play-by-post, such as when travelling or when my cards are in storage.

I will be using the online game-running tools provided for Play-By-Post BRing, though I can personally attest that I own all of the Class Decks, Ultimate Add-On Decks, Season PDFs and Adventures featured in these posts, and my ownership of them have all been verified with the appropriate parties.


My first solo'ed scenario will be Scenario 3-6A: A SAGE BESIEGED; the first scenario of Season 3 (SEASON OF PLUNDERED TOMBS), Adventure 6 (DESTRUCTION DESCENDING).

I will be playing my Tier 5 PACS character Ukuja, who has been participating in a PACS playthrough of Season of the Righteous via Play-by-Post.

This solo'd scenario has been undertaken in-between Ukuja's completion of scenarios 1-4D and 1-4E, with the intent of using Shrine of the Infinite Void to switch my role to satisfy my regret at picking the role I did for Ukuja.


I don't necessarily think my chances of winning are that good. I'm a full tier lower than I should be, lacking any Loot or Traders that are usable in this scenario, I've tooled myself to handle Wrath of the Righteous banes and have Mythic Charges active...

And this isn't a friendly scenario to solo, having dozens of banes to eat through - including at least 2 super-hard encounters with Akvan - without a single extra boon or party member to help.

Fortunately, I don't need to win... I just need to close the Shrine of the Infinite Void. If I feel the need, I'll just forfeit after that.

Ukuja starts at the Shrine of the Infinite Void. He will be listed as 'Mogmurch' in scenario updates since it was the spare "Test" character I'm using in the database to avoid any issues.

============================

During This Adventure: =

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of barriers from the box equal to the number of characters. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


  • When building the blessings deck, replace 5 blessings with Sandstorm villains.

  • Display the Mnesoset role card next to the scenario. On your turn, you may recharge a card to gain the powers on that role card until the end of your turn.

  • When you would return an examined boon to a location deck, instead banish it.
  • When a card from the siege deck is undefeated, a random character is dealt 1d6 Acid damage.
  • At the end of your turn, if the location Five-Pointed Sun exists and is unoccupied, add a monster from the box to the top of the siege deck.

  • To win the scenario, a location must be open while the siege deck is empty.

    Additional Rules: THREAT LIST:

  • Villain: None
  • Henchmen: Akvan, Shira, Usij Cultist, Ghawwa
    =

    Scenario Level (#): 6

    Turn: 1, Mogmurch/Test

    Random Cards:

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

    Spoiler:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

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

    Spoiler:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Spoiler:
    Quicksand Bunyip
    MM
    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.

    Barriers
    Spoiler:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

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

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

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

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

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Eruption
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

    Spoiler:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

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

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

    Spoiler:
    Sunrod
    MM
    Item 4
    Traits:
    Staff
    Attack
    Alchemical To Acquire:
    Strength
    Melee 10
    OR Intelligence
    Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

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

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

    Spoiler:
    Druid of the Hive
    MM
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunities to the Acid and Poison traits.
    Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

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

    Spoiler:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Mogmurch/Test
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Mogmurch/Test
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Mogmurch/Test
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Mogmurch/Test
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Mogmurch/Test
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Mogmurch/Test
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Mogmurch/Test
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Mogmurch/Test
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Mogmurch/Test
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Mogmurch/Test
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Mogmurch/Test
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Mogmurch/Test
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Mogmurch/Test
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Mogmurch/Test
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Siege Deck
    M: 11 Ba: 10 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
    Siege Deck Card 1:

    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Siege Deck Card 2:

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

    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.
    Siege Deck Card 4:

    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Siege Deck Card 5:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Siege Deck Card 6:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 7:

    Burning Child
    MM
    Monster 3
    Traits:
    Undead
    Fire
    To Defeat:
    Combat 16
    OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Siege Deck Card 8:

    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Siege Deck Card 9:

    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Siege Deck Card 10:

    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Siege Deck Card 11:

    Akvan
    None
    Henchman 6
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 35
    The Akvan is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid.
    If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die.
    If undefeated, you are dealt 2d4 Acid damage.
    If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.
    Siege Deck Card 12:

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

    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Siege Deck Card 14:

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

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

    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
    Siege Deck Card 17:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 18:

    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Siege Deck Card 19:

    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 20:

    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Siege Deck Card 21:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Siege Deck Card 22:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 23:

    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Siege Deck Card 24:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer scourge Curse of Blindness.
    Siege Deck Card 25:

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

    Location #1: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Eternal Arena Card 1:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
    Eternal Arena Card 2:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Eternal Arena Card 3:
    Sebti the Crocodile
    MM
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
    Eternal Arena Card 4:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Location #2: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None
    Hall of the Crocodile Kings Card 1:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Hall of the Crocodile Kings Card 2:
    The Viper
    MM
    Ally 3
    Traits:
    Human
    Rogue
    Aspis To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.
    Hall of the Crocodile Kings Card 3:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hall of the Crocodile Kings Card 4:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Location #3: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hall of Winged Chaos Card 2:
    Neb-at
    MM
    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.
    Hall of Winged Chaos Card 3:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Hall of Winged Chaos Card 4:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Location #4: Shrine of the Infinite Void
    At This Location: All damage dealt is Cold damage.
    When Closing: Summon and defeat the henchman Queen Neferuset.
    When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: Mogmurch/Test, None
    Shrine of the Infinite Void Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Shrine of the Infinite Void Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Shrine of the Infinite Void Card 3:
    Commune
    MM
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
    Shrine of the Infinite Void Card 4:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.


  • Deck Handler // Searching For: TBD

    As mentioned, Ukuja will start at the Shrine of the Infinite Void, and take the obvious cohort choices of Giant Chameleon and Pygmy Ankylosaur.

    Ukuja chooses Weapon as his Favored Card Type.

    It'll be exclusively thanks to my Cohorts if - against all odds - I beat this scenario.

    Ukuja wrote:

    Hand: Leshykineticist, Aspect of the Bull, Snapping Flytrap, Angelstep, Blessing of Nivi Rhombodazzle, Call Animal, Stone Axe +1, Javelin of Lightning, Pygmy Ankylosaur, Giant Chameleon,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Mythic Charges: 4
    Hero Points: 6"
    "NOTES:
    Other: Please ignore all references to my Mythic Path and Mythic Charges - they are nonfunctional in this scenario."


    Deck Handler // Searching For: TBD

    Turn 1: Blessing of Horus

    Ukuja displays Giant Chameleon.
    Ukuja displays Pygmy Ankylosaur.
    Ukuja displays Aspect of the Bull.
    Ukuja recharges Call Animal to gain the powers on the Mnesoset Role.

    Explore: Scarab Swarm
    Ukuja reveals Stone Axe +1 for combat.
    Aspect of the Bull adds a die.
    Reload Giant Chameleon to add 2d6.
    Combat/Survival 18/22: 2d10 + 7 + 1d6 + 1 + 2d6 ⇒ (7, 5) + 7 + (2) + 1 + (2, 4) = 28 -> Defeated, banished.

    End turn, reset hand and revealing 3 Plants to increase hand size by 3.

    Ukuja wrote:

    Hand: Leshykineticist, Blessing of the Gods, Snapping Flytrap, Angelstep, Blessing of Nivi Rhombodazzle, Giant Chameleon, Stone Axe +1, Javelin of Lightning, Wendifisa Spear, Cauterize, Blessing of the Ancients,

    Displayed: Pygmy Ankylosaur, Aspect of the Bull,
    Deck: 8 Discard: 0 Buried: 0
    "Mythic Charges: 4
    Hero Points: 6"
    "NOTES:
    Other: Please ignore all references to my Mythic Path and Mythic Charges - they are nonfunctional in this scenario."

    Turn 2: Blessing of the Elements

    Ukuja displays Giant Chameleon.
    Ukuja recharges Blessing of the Ancients to gain the powers on the Mnesoset Role.

    Explore: Blast Glyph
    Aspect of the Bull adds a die.
    Reload Giant Chameleon to add 2d6.
    Wisdom 12: 2d10 + 4 + 2d6 ⇒ (3, 9) + 4 + (4, 5) = 25 -> Defeated. Shuffle into Eternal Arena with Mnesoset.

    End turn, reset hand and reveal all plants in it to increase hand size.

    Turn 3: Blessing of the Lady of Graves

    Ukuja displays Giant Chameleon.
    Ukuja recharges Charm Animal to gain the powers on the Mnesoset Role.

    Explore: Insanity Mist
    Displayed.

    Turn 4: Blessing of Anubis
    Choose to fail check against Insanity Mist. Take 1 damage (reduced by Cohort), discard Leshykineticist, and banish top card of each location.

    Ukuja recharges Stone Axe +1 to gain the powers on the Mnesoset Role.

    Explore: Sun Falcon
    Wendifisa Spear for combat.
    Aspect of the Bull adds a die.
    Reload Giant Chameleon to add 2d6.
    Combat/Survival 11: 2d10 + 7 + 1d12 + 1 + 2d6 ⇒ (10, 2) + 7 + (10) + 1 + (2, 6) = 38 -> Defeated, shuffled into hourglass.

    End turn, reset hand and reveal all plants in it to increase hand size.

    Pausing to put out an update.

    Ukuja wrote:

    Hand: Javelin of Lightning, Wendifisa Spear, Cauterize, Angelstep, Snapping Flytrap, Druid of the Green Faith, Blessing of the Gods, Blessing of Nivi Rhombodazzle, Blessing of Milani, Giant Chameleon,

    Displayed: Pygmy Ankylosaur, Aspect of the Bull,
    Deck: 8 Discard: 0 Buried: 0
    "Mythic Charges: 4
    Hero Points: 6"
    "NOTES:
    Other: Please ignore all references to my Mythic Path and Mythic Charges - they are nonfunctional in this scenario."


    I'm going to start summarizing my turns better. I won't indicate the blessing name of each turn unless it's relevant. I won't repeatedly remind that I have Aspect of the Bull adding a die to all checks in the first exploration of each turn.

    ========================

    During This Adventure: =

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of barriers from the box equal to the number of characters. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


  • When building the blessings deck, replace 5 blessings with Sandstorm villains.

  • Display the Mnesoset role card next to the scenario. On your turn, you may recharge a card to gain the powers on that role card until the end of your turn.

  • When you would return an examined boon to a location deck, instead banish it.
  • When a card from the siege deck is undefeated, a random character is dealt 1d6 Acid damage.
  • At the end of your turn, if the location Five-Pointed Sun exists and is unoccupied, add a monster from the box to the top of the siege deck.

  • To win the scenario, a location must be open while the siege deck is empty.

    Additional Rules: THREAT LIST:

  • Villain: None
  • Henchmen: Akvan, Shira, Usij Cultist, Ghawwa
    =

    Scenario Level (#): 6

    Turn: 5, Mogmurch/Test

    Random Cards:

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

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

    Spoiler:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

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

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

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

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

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

    Spoiler:
    Telekinetic Enucleation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Spoiler:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

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

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

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

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

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

    Spoiler:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

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

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

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

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

    Spoiler:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

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

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

    Allies
    Spoiler:
    Clockwork Menial
    MM
    Ally 3
    Traits:
    Automaton To Acquire:
    Intelligence
    Craft 9
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Spoiler:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

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

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Mogmurch/Test
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Mogmurch/Test
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Mogmurch/Test
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Mogmurch/Test
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Mogmurch/Test
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Mogmurch/Test
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Mogmurch/Test
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Mogmurch/Test
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Mogmurch/Test
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Mogmurch/Test
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Mogmurch/Test
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Mogmurch/Test
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Mogmurch/Test
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Mogmurch/Test
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Mogmurch/Test
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Siege Deck
    M: 9 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
    Siege Deck Card 1:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Siege Deck Card 2:

    Shira
    None
    Henchman 5
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 19
    OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
    The Shira is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
    If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
    After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    Siege Deck Card 3:

    Burning Child
    MM
    Monster 3
    Traits:
    Undead
    Fire
    To Defeat:
    Combat 16
    OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Siege Deck Card 4:

    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Siege Deck Card 5:

    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Siege Deck Card 6:

    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Siege Deck Card 7:

    Akvan
    None
    Henchman 6
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 35
    The Akvan is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid.
    If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die.
    If undefeated, you are dealt 2d4 Acid damage.
    If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.
    Siege Deck Card 8:

    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Siege Deck Card 9:

    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Siege Deck Card 10:

    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Siege Deck Card 11:

    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
    Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
    All damage dealt by the Ice Elemental is Cold damage.
    Siege Deck Card 12:

    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
    Siege Deck Card 13:

    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Siege Deck Card 14:

    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Siege Deck Card 15:

    Ghawwa
    None
    Henchman 5
    Type: Monster
    Traits:
    Aquatic
    Outsider
    Trigger
    To Defeat:
    Combat 18
    THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka.
    The Ghawwa is immune to the Fire and Poison traits.
    If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Siege Deck Card 16:

    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Siege Deck Card 17:

    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Siege Deck Card 18:

    Usij Cultist
    None
    Henchman 5
    Type: Monster
    Traits:
    Cultist
    Human
    To Defeat:
    Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
    1–2. Acid 3–4. Electricity 5–6. Fire
    Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
    If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    Siege Deck Card 19:

    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Siege Deck Card 20:

    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer scourge Curse of Blindness.
    Siege Deck Card 21:

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

    Location #1: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Eternal Arena Card 1:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
    Eternal Arena Card 2:
    Blast Glyph
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
    Eternal Arena Card 3:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Eternal Arena Card 4:
    Sebti the Crocodile
    MM
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Location #2: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None
    Hall of the Crocodile Kings Card 1:
    The Viper
    MM
    Ally 3
    Traits:
    Human
    Rogue
    Aspis To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.
    Hall of the Crocodile Kings Card 2:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hall of the Crocodile Kings Card 3:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Location #3: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    Neb-at
    MM
    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.
    Hall of Winged Chaos Card 2:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Hall of Winged Chaos Card 3:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 9
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Location #4: Shrine of the Infinite Void
    At This Location: All damage dealt is Cold damage.
    When Closing: Summon and defeat the henchman Queen Neferuset.
    When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
    M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Mogmurch/Test, Insanity Mist displayed
    Shrine of the Infinite Void Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Shrine of the Infinite Void Card 2:
    Commune
    MM
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
    Shrine of the Infinite Void Card 3:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.


  • Deck Handler // Searching For: TBD

    Turn 5.
    Choose to fail check against Insanity Mist. Take 1 damage (reduced by Cohort), discard Blessing of the Gods, and banish top card of each location.

    Display Giant Chameleon.
    Recharge Cauterize to gain the Mnesoset's powers.

    Explore: Geniekin
    Reload Giant Chameleon.
    Combat 20: 2d10 + 7 + 1d12 + 1 + 2d6 ⇒ (1, 4) + 7 + (2) + 1 + (3, 4) = 22 -> Defeated, banished.

    End turn, reset hand and reveal all plants in it to increase hand size.

    Turn 6.
    Choose to fail check against Insanity Mist. Take 1 damage (reduced by Cohort), discard Oaken Staff, and banish top card of each location.

    Display Giant Chameleon.
    Recharge Blessing of Milani to gain the Mnesoset's powers.

    Explore: Shira
    Autopass BA check.
    Hm... choose to fail combat. Let my hand get wiped. Scenario rule deals more damage to me. Banish the top 2 cards of each location deck.
    Shrine of the Infinite Void automatically closes from Defensive Stance rules.
    Ukuja flips his role card and checks off 5 feats. (see the next post)
    AA Check: Reload Giant Chameleon.
    AA Constitution 8: 2d6 + 2d6 ⇒ (2, 6) + (1, 6) = 15 -> Pass.

    End turn, reset hand.

    Ukuja wrote:

    Hand: Stone Axe +1, Call Animal, Charm Animal, Verdant Rager, Elk, Hatchetbird, Blessing of the Ancients, Giant Chameleon,

    Displayed: Pygmy Ankylosaur, Aspect of the Bull,
    Deck: 2 Discard: 9 Buried: 0
    "Mythic Charges: 4
    Hero Points: 6"
    "NOTES:
    Other: Please ignore all references to my Mythic Path and Mythic Charges - they are nonfunctional in this scenario."


    Deck Handler // Searching For: TBD

    From closing the Shrine of the Infinite Void, Ukuja flips his Uprooter Role to the Animancer role, and checks off 5 new power feats...

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    *Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    *Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +3
    Charisma d4 ☐ +1

    (* = Modified by my Mythic Charges)
    Favored Card: Ally or Weapon
    Hand Size: 6 ☑ 7 ☑ 8 ☑ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
    You may discard a card that has the Animal trait to evade a bane you encounter ([X] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([X] or to your check to defeat a barrier) ([ ] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number) ([ ] or to examine the top 2 cards of your location deck, then put them back in any order).
    [ ] At the end of your turn, you may recharge ([ ] or shuffle into your deck) a random card that has the Animal trait from your discard pile.
    [ ] When you play an ally that has the Animal trait on your check, you may additionally recharge a card to add 1d6.
    [ ] You may reveal any number of cards that have the Animal trait to add that number to your check against a bane, then discard ([ ] or recharge) a card that you have revealed.
    Each scenario, choose 2 Hunter Deck cohorts.

    =============================================

    So as it turns out... thanks to Aspect of the Bull, Pygmy Ankylosaurus and Giant Chameleon, I can actually probably solo this scenario without much difficulty.

    I shouldn't need to explore more than once per turn, I'm adding a die to all checks in my first exploration, I can add 2d6 to any one check in my first exploration, I can reload the Ankylosaur to ignore damage and plus I can use my blessings and allies for assistance and chain together my healing effects of Angelstep and Cauterize (and methods of searching them out) easily, if I choose to.

    But soloing - particularly via play-by-thread - is not the most fun, and I get almost nothing out of beating this scenario... assuming I even manage to win, since I just cleared out most of the locations letting myself take damage so that the Shrine to the Infinite Void was cleared.

    Er... and I only just remembered I have an end-of-turn power which I could've been using to examine the Shrine of the Infinite Void and banish the boons that way (thanks to the scenario power), saving myself a lot of effort.

    EITHER WAY; by closing the Shrine of the Infinite Void, I've completed my only goal here, and I'm still alive. Ukuja forfeits this scenario and has acquired no boons.

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