[PACS][Gameday IX] AAUGHWHY's Season of Factions' Favor

Game Master AAUGHWHY

Useful Info (Includes Player Hands and Scourge Table)

Turn Order:
1-Ahmotep
2-Alase
3-Merisiel
4-Drelm
5-Ukuja

Adventure Deck #=1


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This is the Gameplay thread for my Adventure 4-1: Chasing Yellow Sails during Gameday IX.

I intend on continuing this table through the rest of Season of Factions' Favor after Gameday finishes, provided that people are interested in doing so.


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

..


Season 4: Season of Factions' Favor

Since its creation, the Pathfinder Society has trained and sponsored archaeologists, scholars, and adventurers of all stripes to uncover the world’s historical secrets. More than 400 years later, the Society practically spans the globe, from its Grand Lodge headquarters in Absalom to more humble lodges continents away. With this reach comes influence, not only through the Pathfinder Chronicles that make famous the Society’s greatest agents, but also through the organization’s growing power wherever it creates a new base of operations.

This fame and power has attracted the envious, the ambitious, and the downright villainous. Although Pathfinders have clashed with avaricious rivals like the Aspis Consortium, power-hungry tyrants like the runelords, and catastrophic threats like the abyssal Worldwound, the Society’s influence has also attracted factions that sought to recruit Pathfinder agents, control the organization, or usurp its resources. After nearly a decade of factions clashing with each other and then being brought in line, these groups have at last reached a fairly peaceful equilibrium. Each now contributes its own expertise to the Society’s greater goals.

That transition has been anything but bloodless. Two of the greatest faction rivals were Baron Jacquo Dalsine (representing Taldor’s failed ploy to seize control of Absalom politically) and Pasha Muhlia al-Jakri (representing Qadira’s desire to usurp Absalom through economic dominance). The two clashed regularly, and their conflict came to a head when Dalsine’s cousin killed al-Jakri’s sister. The pasha had come to expect casualties in their shadow war, but this act drove her to kill the baron and abandon the Pathfinder Society entirely for having entertained such internecine squabbles in the first place.

Pasha Muhlia al-Jakri has since tried to rebuild her career with other organizations, yet each time her increasingly criminal ambitions led her into conflict with the Society. For more than six years her anger toward the Pathfinders has grown. Other villains thwarted by the Society have sought her out, and together they recently launched an attack on Absalom using her intelligence to gain a critical advantage. Although the Society helped the city fend off this invasion, it’s only a matter of time before al-Jakri gathers new allies and strikes again.

The Society’s reformed factions have taken it upon themselves to help track down this renegade, recognizing that their past infighting contributed to al-Jakri’s downward spiral into treachery. With their guidance, it’s up to you to track down the pasha, thwart her schemes, and unravel the conspiracies she has woven across the Inner Sea.

---------------------------------

During this Adventure Path:
After you begin Favors and Foes, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Pactmaster’s Bargain, do the same for cards that have the Elite trait.

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

New Rule: Favors:
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck.

When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders:
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.

• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.

• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.

• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.

• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.


Adventure 4-1: Chasing Yellow Sails

Still recovering from the fierce battle for Absalom, the Pathfinder Society was appalled to hear reports that a former ally—onetime faction leader Pasha Muhlia al-Jakri—helped coordinate the betrayal and subsequent twopronged attack that had threatened the city. Though citizens, soldiers, and Pathfinders alike rose up to thwart the foul plot, the assassin al-Jakri managed a narrow escape. Not only is the Pathfinder Society embarrassed to have trusted a betrayer for so many years, but it is horrified that she used Society connections to nearly bring Absalom to its knees. Uncertain whether she may possess other secrets or allies, the Pathfinder Society desperately needs to track down and capture al-Jakri before she can hatch any other sinister plots. You have been set the task of bringing her to justice.

After some preliminary investigation, it becomes clear that most of al-Jakri’s lieutenants perished in the battle. There is one who was seen escaping, however: a Keleshite man named Satyar Siddique. He was last seen boarding a ship that was then intercepted by a large galley bearing the infamous yellow sails of an Okeno slaving ship. Siddique is now undoubtedly being ferried to Stonespine Island off the coast of Katapesh to be auctioned off at Okeno’s notorious Fleshfairs—markets where slaves of all races and nationalities are sold like chattel. If the Society wants any chance of stopping anything al-Jakri may be setting in motion, you must track down Siddique and convince him to share what he knows. Every moment you delay brings him a greater risk of being traded, tortured, or killed by slavers who are unaware how valuable he is.

Venture-Captain Roderus of the Winding Road Lodge, one of the Pathfinder Society’s local headquarters in Katapesh, has done all he can to equip you for your mission and warn you of the cruel gnolls that are seen as villains elsewhere yet are welcome in Okeno. You’ll cross to Stonespine Island on a merchant ship, and from there you must keep a low profile to avoid unwanted attention. Into the Yellow City of Okeno you must go, with hopes you will not fall to a slaver’s noose.

---------------------------------

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

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

Adventure Reward:
Each player unlocks the ability to play Crowe from the Wrath of the Righteous Character Add-On Deck using the Magus Class Deck.


Scenario 4-1A: Amid the Yellow City

Yellow sails crowd the harbor city of Okeno as your ship draws nearer to the bustling docks. Yellow Harbor—also known as the Skindock—teems with life as every ship crawls with merchants loading and unloading their wares. Peering beneath the slats of the raised boardwalks, you can see slavers driving herds of shackled souls into the filthy tunnel system known as the Sweatways. With barely more than a name and a scant description, it’ll be difficult to find one prisoner in a sea of slaves.

You have relatively few details about your quarry, a Keleshite lieutenant named Satyar Siddique. He is likely now a servant to an unknown master in the Yellow City. You must find him to extract his knowledge of the whereabouts of his former leader, Pasha Muhlia al-Jakri, before he falls to the fate of all slaves in Okeno.

Okeno is hardly the friendliest place for those not in the slavetrading business, so finding information about your target without drawing attention will be key. The city may boast a low crime rate, but this is because criminals are sold into slavery without a thought, to say nothing of a trial. Having secured passage from the capital city of Katapesh to Stonespine Island on a merchant ship, you should blend in well enough for the time being. You convinced a couple of seasoned crew members to tell tales of their previous trips to Okeno, so you have a few ideas of where to start looking for information. There’s always plenty to learn in the right tavern or gambling hall.

It will be difficult to find anyone willing to disrupt the slave trade. To that end, you must contact one of the undercover Eagle Knights, a military organization from Andoran that raises hell for slavers throughout the Inner Sea region. But take care not to be overheard by the wrong folks, as governor Morio Midasi has eyes and ears around the city, reporting back to him if they spot anything that may interrupt the business of his more well-heeled friends…

During this Scenario:
After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Scenario Reward:
Traders: Falsin Deek, Ghoul Market, Sunburst Market

---------------------------------
Story Banes

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.


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

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 0

Scourge Table:

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

Random Cards:

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

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

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

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

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

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

Spoiler:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

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

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

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

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

Spoiler:
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:
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.

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

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

Spoiler:
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:
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.

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

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

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Drelm will start at the Warehouse tring to Supply himself before the fun starts.

Drelm wrote:

Hand: Fire Snake, Blessing of the Spellbound (2), Blessing of the Gods (2), Blessing of the Spellbound, Longsword,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff, Flame Staff, Mace, Blessing of the Gods, Tussah Silk Coat, Chain Mail, Bestiary of Garund, Dog, Remove Curse, Cure
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Update of decks after internal discussion. New starting hand:

Drelm wrote:

Hand: Chain Mail (Core), Quarterstaff (Core), Sands of the Hour, Blessing of the Gods, Cure,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Holy Symbol, Longsword (Core), Blessing of the Gods (2), Aid, Chain Mail (Core,2), Divine Insight, Dog, Token of Remembrance, Warhammer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

(Either we will get another person or Tarworks will fade away.)

Alase - 4-1A: Amid the Yellow City

Starting Location Warehouse
Loot
None

Favored Card - Item

Alase wrote:

Hand: Spellbook, Blessing of the Spellbound, False Life, Armor of the Sands, Remove Curse, Fire Snake, Tonbarse,

Displayed:
Deck: 7 Discard: 0 Buried: 0
Hero Points: 0
Tonbarse Loc: Hand (but if Drelm goes first, I will display at first available time to do so)
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse)
Other: Loot choice: Spell 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of Abraxas, Flame Staff#Core, Steal Book, Acadamae Student, Infernal Healing, Magical Child
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
--RANGED: DEXTERITY +2

--DISABLE: DEXTERITY +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Perception: Wisdom +2
--Survival: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Arcane: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (□ or shuffle it into your deck) instead of discarding it.


Ahmotep will start at the Dye Market

Ahmotep wrote:

Hand: Explorer's Staff, Quarterstaff, Steal Book, Flame Staff, Blessing of the Gods, Blessing of the Spellbound 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Dye Market
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Embalmer, Grounding Staff, Tussah Silk Coat, Blessing of the Spellbound 2, Spellbook, Remove Cure, Blackwing Librarian, Electrified Web, Fire Snake
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).

Dark Archive

Merisiel / Matsu Kurisu
Scenario: 4-1A: Amid the Yellow City

Loot
-

Starting Location
- #5: Tarworks

Starting Hand
"

Merisiel wrote:

Hand: Dagger, Spyglass, Amulet of Life, Thieves' Tools (Classic), Spider,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant:
Local:
Movement: On Close:
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of the Gods (3), Blessing of the Gods (4), Spider Venom, Sage's Journal, Troubadour, Blessing of the Gods (2), Rapier, Leather Armor, Compass
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dex +2
- Stealth: Dex +2
- Disable: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Perception: Wis +2

Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | ☐ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


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

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 1, Ahmotep/ThomasPDX

Scourge Table:

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

Random Cards:

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

Spoiler:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

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

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

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

Spoiler:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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.

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

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

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

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

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

Spoiler:
Blessing of 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.

Current Hour:

Blessing of the Ancients:
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 Alase/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Merisiel/MatsuKurisu
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Drelm/Kulko:
Spoiler:
Hourglass Card 3 Drelm/Kulko
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.
Hourglass Card 4 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 4 Ahmotep/ThomasPDX
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Alase/Zalarian:
Spoiler:
Hourglass Card 5 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 6 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Merisiel/MatsuKurisu
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 7 Drelm/Kulko:
Spoiler:
Hourglass Card 7 Drelm/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 8 Ahmotep/ThomasPDX
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Alase/Zalarian:
Spoiler:
Hourglass Card 9 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 10 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 10 Merisiel/MatsuKurisu
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 11 Drelm/Kulko:
Spoiler:
Hourglass Card 11 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 12 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 12 Ahmotep/ThomasPDX
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Alase/Zalarian:
Spoiler:
Hourglass Card 13 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 14 Merisiel/MatsuKurisu
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.
Hourglass Card 15 Drelm/Kulko:
Spoiler:
Hourglass Card 15 Drelm/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 16 Ahmotep/ThomasPDX
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 17 Alase/Zalarian:
Spoiler:
Hourglass Card 17 Alase/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 18 Merisiel/MatsuKurisu
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.
Hourglass Card 19 Drelm/Kulko:
Spoiler:
Hourglass Card 19 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 20 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 20 Ahmotep/ThomasPDX
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Alase/Zalarian:
Spoiler:
Hourglass Card 21 Alase/Zalarian
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 22 Merisiel/MatsuKurisu
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 23 Drelm/Kulko:
Spoiler:
Hourglass Card 23 Drelm/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 24 Ahmotep/ThomasPDX
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 25 Alase/Zalarian:
Spoiler:
Hourglass Card 25 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 26 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 26 Merisiel/MatsuKurisu
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.
Hourglass Card 27 Drelm/Kulko:
Spoiler:
Hourglass Card 27 Drelm/Kulko
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 28 Ahmotep/ThomasPDX:
Spoiler:
Hourglass Card 28 Ahmotep/ThomasPDX
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Alase/Zalarian:
Spoiler:
Hourglass Card 29 Alase/Zalarian
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.

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

Precinct of Left Eyes Card 1:
Death Hound
MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Precinct of Left Eyes Card 2:
Echoes of Confusion
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Precinct of Left Eyes Card 3:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Precinct of Left Eyes Card 4:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Precinct of Left Eyes Card 5:
Burglar's Bracers
MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Precinct of Left Eyes Card 6:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Precinct of Left Eyes Card 7:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Precinct of Left Eyes Card 8:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Precinct of Left Eyes Card 9:
Corrosive Dagger +1
MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Precinct of Left Eyes Card 10:
Voices of the Spire
MM
Henchman B
Type: Monster
Traits:
Human
Inquisitor
Veteran
To Defeat:
Combat 8
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Smoking Den Card 1:
Crystal Stalker
MM
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Smoking Den Card 2:
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.
Smoking Den Card 3:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Smoking Den Card 4:
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.
Smoking Den Card 5:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Smoking Den Card 6:
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.
Smoking Den Card 7:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Smoking Den Card 8:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Smoking Den Card 9:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Smoking Den Card 10:
The Second Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alase/Zalarian, Drelm/Kulko, None
Warehouse Card 1:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Warehouse Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Warehouse Card 3:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Warehouse Card 4:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Warehouse Card 5:
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.
Warehouse Card 6:
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.
Warehouse Card 7:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Warehouse Card 8:
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.
Warehouse Card 9:
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Warehouse Card 10:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/MatsuKurisu, None
Dye Market Card 1:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 2:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
Dye Market Card 3:
Whip
MM
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Dye Market Card 4:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Dye Market Card 5:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Dye Market Card 6:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Dye Market Card 7:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Dye Market Card 8:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dye Market Card 9:
Plague Zombie
MM
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Dye Market Card 10:
Burning Tar
MM
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/ThomasPDX, None
Tarworks Card 1:
Wall Scythes
MM
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Tarworks Card 2:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Tarworks Card 3:
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.
Tarworks Card 4:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Tarworks Card 5:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Tarworks Card 6:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Tarworks Card 7:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Tarworks Card 8:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Tarworks Card 9:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Tarworks Card 10:
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.

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dilapidated Plaza Card 1:
Acid Mantis
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Dilapidated Plaza Card 2:
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.
Dilapidated Plaza Card 3:
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.
Dilapidated Plaza Card 4:
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.
Dilapidated Plaza Card 5:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Dilapidated Plaza Card 6:
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Dilapidated Plaza Card 7:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dilapidated Plaza Card 8:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Dilapidated Plaza Card 9:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Dilapidated Plaza Card 10:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.


Turn Order: Ahmotep, Alase, Merisiel, Drelm
Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of the Ancients

Blessing of the Ancients:
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.

SOT: N/a

Move: Stay at Dye Markets

Explore: Wall Scythes

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

Discard Explorer's Staff to add 2 dice to disable check.

Disable 6: 3d4 ⇒ (2, 4, 2) = 8

Defeated! Discard Blessing of the Gods to explore again.

Explore 2: Djinn Favor Amulet

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

Constitution 4: 1d6 ⇒ 2

Discard Flame Staff to add 2 to check -> 4. Acquired.

End Turn: Reset Hand.

[u]Summary[/u]:
Move: Dye Market
Acquired: Dye Markets Card 2: Djinn Favor Amulet
Banished: Dye Market Card 1: Wall Scythes
Examined: Desecrated Vaults Card 2: Acid Arrow
Random Card(s) N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Ahmotep wrote:

Hand: Quarterstaff, Steal Book, Electrified Web, Remove Curse, Djinn Favor Amulet, Blessing of the Spellbound 1,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Current Location: Dye Market
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon
Remove Curse

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound 2, Grounding Staff, Tussah Silk Coat, Embalmer, Blackwing Librarian, Spellbook, Fire Snake
Recharged:
Discard Pile: Blessing of the Gods, Explorer's Staff, Flame Staff,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

Out of Turn Updates: Displayed False Life on Ahmotep's turn. Will display Tonbarse at Dilapidated Plaza

Turn Order: Alase/Zalarian, Merisiel/MatsuKurisu, Drelm/Kulko, Ahmotep/MauveAvenger[/ooc]
if random character, using Self as #1

Turn: 2 - Hourglass Card 1 Alase/Zalarian
Blessing of the Elements

Alase squints as she sees Tonbarse loping towards her with a large insectoid creature not too far behind

SOT: Examine top card of Tonbarse location (Dilapidated Plaza Card 1: Acid Mantis TRIGGER)

Acid Mantis:

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

Random Roll: 1d4 ⇒ 4 Will put false life to recovery to reduce to 0
Since I am a summoner and it is still SOT, I will draw Tonbarse to hand and display;will recharge blessing of the spellbound to bless

seems Alase is caught flat-footed and can't draw yet

Tonbarse lunges and attacks!
Tonbarse Melee Arcane+# CHA Combat Check DC 9: 1d10 + 2 + 1 + 1d10 ⇒ (3) + 2 + 1 + (1) = 7 Monster not defeated; will recharge armor for the 2 acid damage

Will discard blessing and punch mantis
Strength Check DC 9: 1d6 + 1d6 ⇒ (4) + (4) = 8 No Success;will recharge armor for the 1 acid damage

Drelm has opportunity to avenge

Now that trigger has been resolved, will continue examine by shuffling dilapidated plaza and Drawing Tonbarse to hand
Note: need to verify if I handled this correctly..I think I did due to summoner power allowing me to draw during SOT so I can set dice but not completely sure

Will display Tonbarse at my location

Give Card: None
Move: Stay at Warehouse
Location Powers: At the end of your turn, you may recharge any number of items and weapons in your hand.
Explore: Warehouse Card 1: Dhabba

Dhabba:

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

Survival Check WIS DC 6: 1d8 + 2 ⇒ (7) + 2 = 9 Success

Alase ends their turn. Holding off eot examine until getting better understanding of timing

Alase attempts to recover all cards in their Recovery pile.
Arcane CHA Check DC 6 with spellbook: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (4) = 13 False Life is recharged

Alase resets their hand.

"

Alase wrote:

Hand: Remove Curse, Fire Snake, Spellbook, Dhabba, Flame Staff#Core, Blessing of Abraxas,

Displayed: Tonbarse,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
Tonbarse Loc: Warehouse
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse); also feel free to ask if giving you a card may help instead
Other: Loot choice: Spell 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Steal Book, Blessing of the Spellbound 2, Blessing of the Spellbound 3, Acadamae Student, Blessing of Pharasma, Magical Child, Infernal Healing
Recharged: Armor of the Sands, False Life,
Discard Pile: Blessing of the Spellbound,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Perception: Wisdom +2
--Survival: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Arcane: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
Tonbarse: Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

"

[u]Summary[/u]
Current Location: Warehouse
Acquired: Warehouse Card 1: Dhabba
Banished: None
Examined: Diplapidated Plaza Card 1: Acid Mantis
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Drelm has option to avenge

Dark Archive

Turn Order
Ahmotep, Alase, Merisiel, Drelm

Out of turn updates

Hour = 2 Merisiel: Blessing of the Elements

Start of Turn
At: #4: Dye Market
Give: No
Move: No

At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.

Discard Spyglass, examine 2 and rearrange
2: Djinn Favor Amulet, Item 1
1: Armor of the Sands, Armor B

Free explore = 2: Djinn Favor Amulet, Item 1: Constitution 4

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

Constitution 1d6
Constitution 4: 1d6 ⇒ 2 Nuts. I want items. Use Paizo reroll
Constitution 4: 1d6 ⇒ 5- Acquired

End of Turn

Recovery

Reset
Discard Amulet of Life
Draw up Blessing of the Gods (4)

Summary
Location = #4: Dye Market
Acquired = 2: Djinn Favor Amulet
Banished =
Displayed =
Examined = 1: Armor of the Sands

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =
Other =

"

Merisiel wrote:

Hand: Dagger, ac Djinn Favor Amulet, Blessing of the Gods (4), Thieves' Tools (Classic), Spider,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: Blessing Available
Local:
Movement: On Close:
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rapier, Sage's Journal, Blessing of the Gods, Spider Venom, Leather Armor, Compass, Blessing of the Gods (3), Troubadour, Blessing of the Gods (2)
Recharged:
Discard Pile: Spyglass, Amulet of Life,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dex +2
- Stealth: Dex +2
- Disable: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Perception: Wis +2

Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | ☐ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Accidentally searched wrong location. Instead of Djinn Favor Amulet, explore Smoke Stick

Smoke Stick:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Intelligence 8: 1d10 ⇒ 8

Acquired.

Ahmotep wrote:

Hand: Quarterstaff, Steal Book, Electrified Web, Remove Curse, Smoke Stick, Blessing of the Spellbound 1,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Current Location: Tarworks
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon
Remove Curse

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spellbook, Embalmer, Blessing of the Spellbound 2, Fire Snake, Grounding Staff, Tussah Silk Coat, Blackwing Librarian
Recharged:
Discard Pile: Blessing of the Gods, Explorer's Staff, Flame Staff,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Turn 4: Drelm
The Hour is Blessing of Abadar

As Drelm follows Alase into the Warehouse he feels a short sting on his neck. He turns around immediately and is barely able to see the blowgung of theSpy retreat behind some boxes. Using his quarterstaff to vault over the stack he jumps on top of his attacker, carshing him under some boxes on the way down. Before the Guard can come around to check out the commotion Alase and drelm leave the warehouse and move into the smoking den next door.

Free explore
Encounter Lurking Spy
BYA Suffer the Scourge of Poisoning
Discard Quarterstaff
Discard Blessings of the gods to bless

Combat 13: 2d8 + 2 + 2d6 ⇒ (6, 2) + 2 + (4, 6) = 20 --> Defeated by more than 7, shuffle monster in location (hopefully unneccessary)

Trying to close location
recharge Sands of the Hour to bless

Disable 5: 2d8 + 2 ⇒ (7, 4) + 2 = 13 -->Success, Location closed

On Closing summon and encounter an item --> Acid Flask (Item B)
Intelligence 5: 1d6 ⇒ 5 --> Aquired

Move to Smóking den, End turn
reset Hand
recharge random card

1d5 ⇒ 2 --> Divine Insight

Upkeep
Warehouse #2 banished
Random Monster shuffled into warehouse
Warehouse closed
Moved to Smoking den
Random Item #1 Aquired


Deckhandler | Drelm | Cleric CD + Divine/Support AP

"

Drelm wrote:

Hand: Acid Flask, Warhammer, Holy Symbol, Cure,

Displayed: Chain Mail (Core),
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chain Mail (Core,2), Aid, Longsword (Core), Prayer, Dog, Blessing of the Gods (2), Token of Remembrance
Recharged: Sands of the Hour, Divine Insight,
Discard Pile: Quarterstaff (Core), Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.

"


....


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Using Amhoteps remove curse to get rid of Curse of Poisoning before Reset hand.

Drelm wrote:

Hand: Acid Flask, Divine Insight, Warhammer, Holy Symbol, Cure,

Displayed: Chain Mail (Core),
Deck: 8 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Prayer, Chain Mail (Core,2), Dog, Blessing of the Gods (2), Longsword (Core), Token of Remembrance, Aid
Recharged: Sands of the Hour,
Discard Pile: Quarterstaff (Core), Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.


To facilitate player addition, Scenario 4-1A is forfeited

Acquired Cards:

Dhabba (Ally B)

Djinn Favor Amulet (Item 1)
Acid Flask (Item B)
Smoke Stick (Item 1)


Scenario 4-1A: Amid the Yellow City

Yellow sails crowd the harbor city of Okeno as your ship draws nearer to the bustling docks. Yellow Harbor—also known as the Skindock—teems with life as every ship crawls with merchants loading and unloading their wares. Peering beneath the slats of the raised boardwalks, you can see slavers driving herds of shackled souls into the filthy tunnel system known as the Sweatways. With barely more than a name and a scant description, it’ll be difficult to find one prisoner in a sea of slaves.

You have relatively few details about your quarry, a Keleshite lieutenant named Satyar Siddique. He is likely now a servant to an unknown master in the Yellow City. You must find him to extract his knowledge of the whereabouts of his former leader, Pasha Muhlia al-Jakri, before he falls to the fate of all slaves in Okeno.

Okeno is hardly the friendliest place for those not in the slavetrading business, so finding information about your target without drawing attention will be key. The city may boast a low crime rate, but this is because criminals are sold into slavery without a thought, to say nothing of a trial. Having secured passage from the capital city of Katapesh to Stonespine Island on a merchant ship, you should blend in well enough for the time being. You convinced a couple of seasoned crew members to tell tales of their previous trips to Okeno, so you have a few ideas of where to start looking for information. There’s always plenty to learn in the right tavern or gambling hall.

It will be difficult to find anyone willing to disrupt the slave trade. To that end, you must contact one of the undercover Eagle Knights, a military organization from Andoran that raises hell for slavers throughout the Inner Sea region. But take care not to be overheard by the wrong folks, as governor Morio Midasi has eyes and ears around the city, reporting back to him if they spot anything that may interrupt the business of his more well-heeled friends…

During this Scenario:
After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Scenario Reward:
Traders: Falsin Deek, Ghoul Market, Sunburst Market

---------------------------------
Story Banes

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.


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

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 0, Drelm/Kulko

Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

Spoiler:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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:
Armored Coat
MM
Armor C
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

Items
Spoiler:
Staff of Minor Healing
MM
Item 1
Traits:
Staff
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

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

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

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

Allies
Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.

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

Spoiler:
Nefti the Bard
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.

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

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

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

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

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

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


Ahmotep will start at the Dye Market

Ahmotep wrote:

Hand: Steal Book, Grounding Staff, Embalmer, Blackwing Librarian, Blessing of the Spellbound 1, Blessing of the Gods,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Dye Market
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Explorer's Staff, Blessing of the Spellbound 2, Remove Curse, Electrified Web, Flame Staff, Spellbook, Fire Snake, Quarterstaff, Tussah Silk Coat
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).


Ukuja starts at The Precinct of Left Eyes, wondering if there’s any signs to May show up there.

"

Fumbus wrote:

Hand: Dog (Hunter), Blessing of the Ancients (Hunter), Bat (Hunter), Fox (Hunter), Blessing of the Elements (Hunter), Javelin (Hunter),

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Longbow (Hunter), Call Animal (Hunter), Python (Hunter), Blessing of Gozreh (Hunter), Cure (Hunter), Animal Call (Hunter), light Crossbow (Hunter), Giant Chameleon (Hunter), Atlatl (Hunter), Blessing of the Gods (Hunter), Crow (Hunter)
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: {Ally or Weapon}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
{Light Armor 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.

"


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

Alase - 4-1A: Amid the Yellow City

Starting Location Tarworks
Loot
None

Favored Card - Item

"

Alase wrote:

Hand: Acadamae Student, Steal Book, Magical Child, Flame Staff#Core, Blessing of Pharasma, Blessing of the Spellbound 2,

Displayed: Tonbarse,
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
Tonbarse Loc: Hand
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse); also feel free to ask if giving you a card may help instead
Other: Loot choice: Spell 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Fire Snake, Remove Curse, False Life, Blessing of Abraxas, Binder's Tome, Infernal Healing, Armor of the Sands, Blessing of the Spellbound 3
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Perception: Wisdom +2
--Survival: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Arcane: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
Tonbarse: Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

"


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Drelm is once more heading to the Warehouse

"

Drelm wrote:

Hand: Prayer, Longsword (Core), Dog, Holy Symbol, Chain Mail (Core),

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff (Core), Chain Mail (Core,2), Blessing of the Gods (2), Blessing of the Gods, Warhammer, Sands of the Hour, Cure, Pearl of Wisdom, Divine Insight, Aid
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.

"


Merisiel / Matsu Kurisu
Scenario: 4-1A: Amid the Yellow City

Card Upgrade
-

Banished cards
-

Loot
-

Starting Location
- #7: Caravanserai

Starting Hand
"

Merisiel wrote:

Hand: Blessing of the Gods (2), Compass, Thieves' Tools (Classic), Amulet of Life, Leather Armor,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: Blessing Available
Local:
Movement: On Close:
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spyglass, Spider Venom, Troubadour, Old Salt, Blessing of the Gods (3), Blessing of the Gods, Sage's Journal, Rapier, Dagger, Blessing of the Gods (4)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dex +2
- Stealth: Dex +2
- Disable: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
- Perception: Wis +2

Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | ☐ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


During This Adventure: Useful Info (Includes Player Hands and Scourge Table)

The scourge die is 1d4+1.

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 1, Ahmotep/MauveAvenger

Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spells
Spoiler:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Potion of Energy Resistance
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

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

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

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

Spoiler:
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:
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.

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

Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

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

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

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

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

Current Hour:

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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 Alase/Zalarian
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.
Hourglass Card 2 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Merisiel/MatsuKurisu
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Drelm/Kulko:
Spoiler:
Hourglass Card 3 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 4 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 4 Ukuja/Gothic_Artificer
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.
Hourglass Card 5 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 5 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Alase/Zalarian:
Spoiler:
Hourglass Card 6 Alase/Zalarian
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 7 Merisiel/MatsuKurisu
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.
Hourglass Card 8 Drelm/Kulko:
Spoiler:
Hourglass Card 8 Drelm/Kulko
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 9 Ukuja/Gothic_Artificer
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 10 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Alase/Zalarian:
Spoiler:
Hourglass Card 11 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 12 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 12 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Drelm/Kulko:
Spoiler:
Hourglass Card 13 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 14 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 14 Ukuja/Gothic_Artificer
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 15 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 15 Ahmotep/MauveAvenger
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.
Hourglass Card 16 Alase/Zalarian:
Spoiler:
Hourglass Card 16 Alase/Zalarian
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.
Hourglass Card 17 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 17 Merisiel/MatsuKurisu
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.
Hourglass Card 18 Drelm/Kulko:
Spoiler:
Hourglass Card 18 Drelm/Kulko
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.
Hourglass Card 19 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 19 Ukuja/Gothic_Artificer
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.
Hourglass Card 20 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 20 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Alase/Zalarian:
Spoiler:
Hourglass Card 21 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 22 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 22 Merisiel/MatsuKurisu
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 23 Drelm/Kulko:
Spoiler:
Hourglass Card 23 Drelm/Kulko
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 24 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 24 Ukuja/Gothic_Artificer
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 25 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 25 Ahmotep/MauveAvenger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 26 Alase/Zalarian:
Spoiler:
Hourglass Card 26 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 27 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 27 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 28 Drelm/Kulko:
Spoiler:
Hourglass Card 28 Drelm/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 29 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 29 Ukuja/Gothic_Artificer
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.

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

Precinct of Left Eyes Card 1:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Precinct of Left Eyes Card 2:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Precinct of Left Eyes Card 3:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Precinct of Left Eyes Card 4:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
Precinct of Left Eyes Card 5:
Explorer's Staff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Precinct of Left Eyes Card 6:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Precinct of Left Eyes Card 7:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Precinct of Left Eyes Card 8:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Precinct of Left Eyes Card 9:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Precinct of Left Eyes Card 10:
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.

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Smoking Den Card 1:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Smoking Den Card 2:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Smoking Den Card 3:
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.
Smoking Den Card 4:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Smoking Den Card 5:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Smoking Den Card 6:
Voices of the Spire
MM
Henchman B
Type: Monster
Traits:
Human
Inquisitor
Veteran
To Defeat:
Combat 8
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Smoking Den Card 7:
Death Hound
MM
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Smoking Den Card 8:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Smoking Den Card 9:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Smoking Den Card 10:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Drelm/Kulko, None
Warehouse Card 1:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Warehouse Card 2:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Warehouse Card 3:
Crocodile Skin Shield
MM
Armor C
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Warehouse Card 4:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Warehouse Card 5:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Warehouse Card 6:
The First Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Warehouse Card 7:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Warehouse Card 8:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Warehouse Card 9:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Warehouse Card 10:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, None
Dye Market Card 1:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Dye Market Card 2:
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.
Dye Market Card 3:
Splint Mail
MM
Armor C
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude
Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Dye Market Card 4:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dye Market Card 5:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Dye Market Card 6:
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.
Dye Market Card 7:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Dye Market Card 8:
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.
Dye Market Card 9:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Dye Market Card 10:
Stone Weasel
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alase/Zalarian, None
Tarworks Card 1:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Tarworks Card 2:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Tarworks Card 3:
Tomb Raider
MM
Ally B
Traits:
Human
Rogue
Basic
To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Tarworks Card 4:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Tarworks Card 5:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Tarworks Card 6:
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.
Tarworks Card 7:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Tarworks Card 8:
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.
Tarworks Card 9:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Tarworks Card 10:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dilapidated Plaza Card 1:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Dilapidated Plaza Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dilapidated Plaza Card 3:
Embalmer
MM
Ally C
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Dilapidated Plaza Card 5:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Dilapidated Plaza Card 6:
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.
Dilapidated Plaza Card 7:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 8:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Dilapidated Plaza Card 9:
Tussah Silk Coat
MM
Armor C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Dilapidated Plaza Card 10:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/MatsuKurisu, None
Caravanserai Card 1:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Caravanserai Card 2:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Caravanserai Card 3:
Alchemical Gas
MM
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Caravanserai Card 4:
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Caravanserai Card 5:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Caravanserai Card 6:
Frost Staff
MM
Item B
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Caravanserai Card 7:
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.
Caravanserai Card 8:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Caravanserai Card 9:
Camel
MM
Ally C
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Caravanserai Card 10:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling
To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


Upgrade Grounding Staff to Anubis Staff

Turn Order: Ahmotep, Alase, Merisiel, Drelm, Ukuja
Out of Turn Updates: N/a

Turn: Turn 1 - Blessing of Horus

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.

SOT: N/a

Move: Stay at Dye Markets

Explore: Shock Glaive +1

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

Discard Blessing of the Gods to bless check.

Melee 11: 2d8 + 2 ⇒ (2, 7) + 2 = 11

Acquired! Discard Blackwing Librarian to explore again.

Explore 2: Corridor Dart Trap

Corridor Dart Trap:
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.

Discard Blessing of the Spellbound to bless.

Dexterity 6+1+1=8: 2d6 ⇒ (6, 6) = 12

Defeated!

End Turn: Reset Hand.

[u]Summary[/u]:
Move: Dye Market
Acquired: Dye Market Card 1: Shock Glaive
Banished: Dye Market Card 2: Corridor Dart Trap
Examined: N/a
Random Card(s) N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Ahmotep wrote:

Hand: Steal Book, Anubis Staff, Embalmer, Tussah Silk Coat, Remove Curse, Shock Glaive +1,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Current Location: Dye Market
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon
Remove Curse

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Explorer's Staff, Flame Staff, Spellbook, Blessing of the Spellbound 2, Fire Snake, Electrified Web, Quarterstaff
Recharged:
Discard Pile: Blessing of the Gods, Blackwing Librarian, Blessing of the Spellbound 1,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

Out of Turn Updates: Place Tonbarse at Smoking Den before Ahmotep's end of turn

Turn Order: Alase/Zalarian, Merisiel/MatsuKurisu, Drelm/Kulko, Ahmotep/MauveAvenger[/ooc]
if random character, using Self as #1

Turn: 2 - Hourglass Card 1 Alase/Zalarian Blessing of Bastet
SOT: Examine top card of Tonbarse location (Smoking Den Card 1: Shock Lizard), Shuffle location and Draw Tonbarse to hand
Give Card: None
Move: Stay at Tarworks
Location Powers: All damage dealt is Fire damage.

Explore: Tarworks Card 1: Bladeguard

Bladeguard:

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

Intelligence Check DC 6: 1d6 + 0 ⇒ (1) + 0 = 1 No Success

Will discard Academae Student
Explore: Tarworks Card 2: Blasphemous Priest

Blasphemous Priest:

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

Ally used adds d4 to first arcane; no divine
Tonbarse lunges and attacks!
Tonbarse Melee Arcane+# CHA Combat Check DC 10: 1d10 + 2 + 1 + 1d4 ⇒ (9) + 2 + 1 + (2) = 14 Monster defeated

Will discard Magical Child to explore
Explore: Tarworks Card 3: Tomb Raider

Tomb Raider:

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

Charisma Check DC 4: 1d10 ⇒ 4 Success

Will discard tomb raider to explore
Explore: Tarworks Card 4: Armored Kilt

Armored Kilt:

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

Constitution Check DC 5: 1d6 + 0 ⇒ (2) + 0 = 2 No Success

Alase ends their turn. Examine top card of Tonbarse location (Tarworks Card 5: Tussah Silk Coat), Shuffle location and Draw Tonbarse to hand

Alase attempts to recover all cards in their Recovery pile.

Alase resets their hand.

"

Alase wrote:

Hand: Steal Book, Flame Staff#Core, Blessing of Pharasma, Blessing of the Spellbound 2, Binder's Tome, Blessing of the Spellbound,

Displayed: Tonbarse,
Deck: 7 Discard: 3 Buried: 0
Hero Points: 0
Tonbarse Loc: Hand
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse); also feel free to ask if giving you a card may help instead
Other: Loot choice: Spell 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abraxas, Remove Curse, False Life, Blessing of the Spellbound 3, Fire Snake, Infernal Healing, Armor of the Sands
Recharged:
Discard Pile: Acadamae Student, Magical Child, Tomb Raider,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Perception: Wisdom +2
--Survival: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Arcane: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
None
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
Tonbarse: Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

"

[u]Summary[/u]
Current Location: Tarworks
Acquired: Tarworks Card 3: Tomb Raider
Banished: Tarworks Card 1: Bladeguard
Tarworks Card 2: Blasphemous Priest
Tarworks Card 4: Armored Kilt

Examined: Smoking Den Card 1: Shock Lizard (loc shuffled)
Tarworks Card 5: Tussah Silk Coat(loc shuffled)

Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Smoking Den is shuffled
Tarworks is shuffled

Dark Archive

Turn Order
Ahmotep/MauveAvenger, Alase/Zalarian Merisiel, Drelm/Kulko, Ukuja/Gothic_Artificer

Out of turn updates

Hour = 2 Merisiel/MatsuKurisu: Blessing of the Elements
Hour Power No effect.

Start of Turn
At: #7: Caravanserai
Give: No
Move: No

At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.

Display Leather Armor

Free explore = 1: Cure, Spell B: Wisdom 6

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

Wisdom 1d6
Wisdom 6: 1d6 ⇒ 5 - Banished

Discard Compass explore = 2: Kukri, Weapon B: Strength 4

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

Strength 1d8
Strength 4: 1d8 ⇒ 7 - Acquired

End of Turn

Recovery

Reset
Discard
Draw up Sage's Journal

Summary
Location = #7: Caravanserai
Acquired = 2: Kukri
Banished = 1: Cure
Displayed =
Examined =

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =
"

Merisiel wrote:

Hand: Thieves' Tools (Classic), Amulet of Life, Blessing of the Gods (2), ac Kukri, Sage's Journal,

Displayed: Leather Armor,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: Blessing Available
Local:
Movement: On Close:
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Rapier, Blessing of the Gods (3), Spider Venom, Troubadour, Blessing of the Gods, Spyglass, Dagger, Old Salt, Blessing of the Gods (4)
Recharged:
Discard Pile: Compass,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dex +2
- Stealth: Dex +2
- Disable: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1
- Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | ☐ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Turn4: Drelm
The Hour is Blessing of the Ancients


Start turn
free explore
[spoiler =Guardian Scroll]
MM Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die
[/spoiler]
[ooc]reveal/reload Longsword

Combat 11: 1d10 + 2 + 1d8 + 1d4 ⇒ (5) + 2 + (8) + (4) = 19 [ooc ] Defeated [/ooc]

Check exceeded by 8 so a random monster (Ghost Scorpion) is shuffled into my location

Recharge Dog to examine top card of location
card(1=new Monster): 1d10 ⇒ 7 --> Dhabba (Ally B)

End Turn
Display Chin Mail
reset Hand

Drelm wrote:

Hand: Prayer, Longsword (Core), Pearl of Wisdom, Holy Symbol, Cure,

Displayed: Chain Mail (Core),
Deck: 9 Discard: 0 Buried: 0
Hero Points: 0
Box reroll used: No
Undaunted Guardian used 0/3
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods (2), Blessing of the Gods, Warhammer, Divine Insight, Aid, Chain Mail (Core,2), Sands of the Hour, Quarterstaff (Core)
Recharged: Dog,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.

Upkeep
Warehouse #1 banished
Ghost Scorpion shuffled into Warehouse
New Top card of warehouse is dhabba


Out of Turn Updates: None

Turn - Hour: XXX - YYY
Hour Rules: None
SOT: None
Give Card: None
Move: Stay at Location
Location Powers: None
Explore: Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.

Ukuja Banishes the Javelin to add 4d6 to ranged combat check.

Ukuja Range attacks Lurking Spy:

Ranged: 1d10 + 2 + 4d6 ⇒ (2) + 2 + (6, 1, 5, 3) = 19

Ukuja discards Fox to continue exploring the location.

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

Ukuja attempts to defeat the Magma Spirit:

ranged: 1d10 + 2 ⇒ (1) + 2 = 3

No success. Ukuja discards “Dog”, due to damage.

Ukuja ends his turn.

"

Ukuja wrote:

Hand: Blessing of the Ancients (Hunter), Bat (Hunter), Blessing of the Elements (Hunter),

Displayed:
Deck: 11 Discard: 2 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Atlatl (Hunter), Blessing of Gozreh (Hunter), Giant Chameleon (Hunter), Call Animal (Hunter), Cure (Hunter), Blessing of the Gods (Hunter), Animal Call (Hunter), Python (Hunter), Longbow (Hunter), light Crossbow (Hunter), Crow (Hunter)
Recharged:
Discard Pile: Dog (Hunter), Fox (Hunter),
Buried Pile: Javelin (Hunter),

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

Favored Card: {Ally or Weapon}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
{Light Armor 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.

"


During This Adventure: Useful Info (Includes Player Hands and Scourge Table)

The scourge die is 1d4+1.

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 6, Ahmotep/MauveAvenger

Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Armors
Spoiler:
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:
Armored Coat
MM
Armor C
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

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

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

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

Spoiler:
Burglar's Bracers
MM
Item C
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

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

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

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

Allies
Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

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

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

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

Spoiler:
Honaire
MM
Loot B
Type: Ally
Traits:
Undead
Phantom
Owner: Estra
To Acquire:
None None
Put this card on top of your deck to draw a spell from your discard pile or add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
When you would discard this card as damage, recharge it instead.

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

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

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

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

Current Hour:

Blessing of the Elements:
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.

Hours Remaining: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 Alase/Zalarian
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Merisiel/MatsuKurisu
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.
Hourglass Card 3 Drelm/Kulko:
Spoiler:
Hourglass Card 3 Drelm/Kulko
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 4 Ukuja/Gothic_Artificer
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 5 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Alase/Zalarian:
Spoiler:
Hourglass Card 6 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 7 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 7 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Drelm/Kulko:
Spoiler:
Hourglass Card 8 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 9 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 9 Ukuja/Gothic_Artificer
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 10 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 10 Ahmotep/MauveAvenger
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.
Hourglass Card 11 Alase/Zalarian:
Spoiler:
Hourglass Card 11 Alase/Zalarian
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.
Hourglass Card 12 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 12 Merisiel/MatsuKurisu
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.
Hourglass Card 13 Drelm/Kulko:
Spoiler:
Hourglass Card 13 Drelm/Kulko
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.
Hourglass Card 14 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 14 Ukuja/Gothic_Artificer
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.
Hourglass Card 15 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 15 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Alase/Zalarian:
Spoiler:
Hourglass Card 16 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 17 Merisiel/MatsuKurisu
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 18 Drelm/Kulko:
Spoiler:
Hourglass Card 18 Drelm/Kulko
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 19 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 19 Ukuja/Gothic_Artificer
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 20 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 20 Ahmotep/MauveAvenger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 21 Alase/Zalarian:
Spoiler:
Hourglass Card 21 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 22 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 22 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Drelm/Kulko:
Spoiler:
Hourglass Card 23 Drelm/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 24 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 24 Ukuja/Gothic_Artificer
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.

Location #1: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Ukuja/Gothic_Artificer, Magma Spirit

Precinct of Left Eyes Card 1:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Precinct of Left Eyes Card 2:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Precinct of Left Eyes Card 3:
Explorer's Staff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Precinct of Left Eyes Card 4:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Precinct of Left Eyes Card 5:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Precinct of Left Eyes Card 6:
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.
Precinct of Left Eyes Card 7:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Precinct of Left Eyes Card 8:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Precinct of Left Eyes Card 9:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Smoking Den Card 1:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Smoking Den Card 2:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Smoking Den Card 3:
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.
Smoking Den Card 4:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Smoking Den Card 5:
Voices of the Spire
MM
Henchman B
Type: Monster
Traits:
Human
Inquisitor
Veteran
To Defeat:
Combat 8
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Smoking Den Card 6:
Death Hound
MM
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Smoking Den Card 7:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Smoking Den Card 8:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Smoking Den Card 9:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Smoking Den Card 10:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Drelm/Kulko, Ghost Scorpion
Warehouse Card 1 (Dhabba):
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Warehouse Card 2:
The First Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Warehouse Card 3:
Crocodile Skin Shield
MM
Armor C
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Warehouse Card 4:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Warehouse Card 5:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Warehouse Card 6:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Warehouse Card 7:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Warehouse Card 8:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Warehouse Card 9:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Warehouse Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, None
Dye Market Card 1:
Splint Mail
MM
Armor C
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude
Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Dye Market Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dye Market Card 3:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Dye Market 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.
Dye Market Card 5:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Dye Market Card 6:
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.
Dye Market Card 7:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Dye Market Card 8:
Stone Weasel
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/Zalarian, None
Tarworks Card 1:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Tarworks Card 2:
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.
Tarworks Card 3:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Tarworks Card 4:
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.
Tarworks Card 5:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Tarworks Card 6:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dilapidated Plaza Card 1:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Dilapidated Plaza Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dilapidated Plaza Card 3:
Embalmer
MM
Ally C
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Dilapidated Plaza Card 5:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Dilapidated Plaza Card 6:
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.
Dilapidated Plaza Card 7:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 8:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Dilapidated Plaza Card 9:
Tussah Silk Coat
MM
Armor C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Dilapidated Plaza Card 10:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/MatsuKurisu, None
Caravanserai Card 1:
Alchemical Gas
MM
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Caravanserai Card 2:
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Caravanserai Card 3:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Caravanserai Card 4:
Frost Staff
MM
Item B
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Caravanserai Card 5:
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.
Caravanserai Card 6:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Caravanserai Card 7:
Camel
MM
Ally C
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Caravanserai Card 8:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling
To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.


Turn Order: Ahmotep, Alase, Merisiel, Drelm, Ukuja
Out of Turn Updates: Use Remove Curse for Ukja

Turn: Turn 6 - Blessing of the Elements

Blessing of the Elements:
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.

SOT: N/a

Move: Stay at Dye Markets

Explore: Splint Mail

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

Constitution 6: 1d6 ⇒ 4

Discard Embalmer to explore again.

Explore 2: Lurking Spy

Lurking Spy:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.

Suffer Curse of Poisoning. For combat, reveal Shock Glaive +1 to do Melee+1d10+1

Combat 11+1+1=13: 1d8 + 2 + 1d10 + 1 ⇒ (6) + 2 + (8) + 1 = 17

Defeated!

End Turn: Reset Hand. Recharge Tussah Silk Coat from curse.

[u]Summary[/u]:
Move: Dye Market
Acquired: N/a
Banished: Dye Market Cards 1&2: Splint Mail and Lurking Spy
Examined: N/a
Random Card(s) N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Ahmotep wrote:

Hand: Shock Glaive +1, Steal Book, Fire Snake, Anubis Staff, Spellbook,

Displayed: Curse of Poisoning,
Deck: 8 Discard: 4 Buried: 0
Current Location: Dye Market
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon
Remove Curse

Deck, Discard, Buried:

Reloaded: Steal Book,
Middle of Deck (Unknown Order): Electrified Web, Flame Staff, Blessing of the Spellbound 2, Explorer's Staff, Quarterstaff
Recharged: Remove Curse, Tussah Silk Coat,
Discard Pile: Blessing of the Gods, Blackwing Librarian, Blessing of the Spellbound 1, Embalmer,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

Out of Turn Updates: Near end of Ahmotep's turn, will display Tonbarse at my location (now that I know there are lurking spies I will try my luck..)

Turn Order: Alase/Zalarian, Merisiel/MatsuKurisu, Drelm/Kulko, Ukuja/Gothic_Artificer, Ahmotep/MauveAvenger[/ooc]
if random character, using Self as #1

Turn: 7 - Hourglass Card 1 Alase/Zalarian
Blessing of Nethys

SOT: Examine top card of Tonbarse location (Tarworks Card 1: Tussah Silk Coat), Shuffle location and Draw Tonbarse to hand
Give Card: None
Move: Tarworks -> Precinct of Left Eyes
Location Powers: cinct of Left Eyes
At This Location: Recharge an ally, or you may not move.

Will display Tonbarse at Precinct
Explore: Precinct of Left Eyes Card 1: Fire Lance

Fire Lance:

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

Dexterity Check DC 5: 1d6 + 0 ⇒ (5) + 0 = 5 Success
Something to give the hunter possibly...

Alase ends their turn.

Alase attempts to recover all cards in their Recovery pile.

Alase resets their hand.

[u]Summary[/u]
Current Location: Precinct of Left Eyes
Acquired: Precinct of Left Eyes Card 1: Fire Lance
Banished: None
Examined: Tarworks Card 1: Tussah Silk Coat (But location is shuffled)
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Tarworks is shuffled

"

Alase wrote:

Hand: Fire Lance, Steal Book, Flame Staff#Core, Binder's Tome, Blessing of Pharasma, Blessing of the Spellbound 2,

Displayed: Tonbarse,
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
Tonbarse Loc: Hand
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse); also feel free to ask if giving you a card may help instead
would like to use Steal Book for an arcane spell or a tier 1 divine spell
Binder's tome adds d4 and mental to local combat and CHA checks
Other: Loot choice: Spell 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Infernal Healing, Blessing of Abraxas, Fire Snake, Remove Curse, Blessing of the Spellbound 3, False Life, Armor of the Sands
Recharged:
Discard Pile: Acadamae Student, Magical Child, Tomb Raider,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Perception: Wisdom +2
--Survival: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Arcane: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
None
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
Tonbarse: Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

"


Out - of. - turn update:

Updated deck handler, to include the “Poisoned” Scourge; resettled hand; discarded the “Blessing of the Ancients” Card, then recharged it.

New attack against Magma Spirit: Strength (1d6)

Strength: 1d6 ⇒ 1

Still not a success.

"

Ukuja wrote:

Hand: Crow (Hunter), Bat (Hunter), light Crossbow (Hunter), Blessing of the Elements (Hunter), Blessing of Gozreh (Hunter),

Displayed:
Deck: 9 Discard: 2 Buried: 1
Hero Points: 0 // Ukuja has the following scourges marked:
Poisoned:
While Marked:
After you reset, recharge a random card.

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


NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Animal Call (Hunter), Call Animal (Hunter), Giant Chameleon (Hunter), Longbow (Hunter), Cure (Hunter), Python (Hunter), Atlatl (Hunter), Blessing of the Gods (Hunter)
Recharged: Blessing of the Ancients (Hunter),
Discard Pile: Dog (Hunter), Fox (Hunter),
Buried Pile: Javelin (Hunter),

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

Favored Card: {Ally or Weapon}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
{Light Armor 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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check) (☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

"

Dark Archive

Turn Order
Ahmotep/MauveAvenger, Alase/Zalarian Merisiel, Drelm/Kulko, Ukuja/Gothic_Artificer

Out of turn updates

Hour = 2 Merisiel/MatsuKurisu: Blessing of Wadjet
Hour Power No effect.

Start of Turn
At: #7: Caravanserai
Give: No
Move: No

At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.

Free explore = 1: Alchemical Gas, Barrier C: Disable 7

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

Disable 1d12+2, reveal Thieves' Tools (Classic) +1d12
Disable 7: 1d12 + 2 + 1d12 ⇒ (9) + 2 + (12) = 23 - Banished

Discard Blessing of the Gods (2), copy Blessing of Wadjet(examine; may explore +1d to acquire) = 2: Ring of the Godless, Item B or I1: Antitoxin, Item B (banished)
2: Ring of the Godless, Item B: Wisdom 5

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

Wisdom 1d6, Wadjet +1d6
Wisdom 5: 1d6 + 1d6 ⇒ (2) + (4) = 6 - Acquired

End of Turn

Recovery

Reset
Discard ac Ring of the Godless
Draw up Blessing of the Gods (3)

Summary
Location = #7: Caravanserai
Acquired = 2: Ring of the Godless
Banished = 1: Alchemical Gas, I1: Antitoxin
Displayed =
Examined =

Location =
Banished =
Examined =

Added =

From Box = I1: Antitoxin

Displayed =
Give =
Used =

"

Merisiel wrote:

Hand: Thieves' Tools (Classic), Amulet of Life, Blessing of the Gods (3), ac Kukri, Sage's Journal,

Displayed: Leather Armor,
Deck: 8 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: Blessing Available
Local:
Movement: On Close:
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spyglass, Blessing of the Gods, Troubadour, Spider Venom, Blessing of the Gods (4), Dagger, Old Salt, Rapier
Recharged:
Discard Pile: Compass, Blessing of the Gods (2), ac Ring of the Godless,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dex +2
- Stealth: Dex +2
- Disable: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1
- Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | ☐ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


During This Adventure: Useful Info (Includes Player Hands and Scourge Table)

The scourge die is 1d4+1.

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 9, Drelm/Kulko

Scourge Table:

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

Random Cards:

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

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

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

Spoiler:
Bonecrusher 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:
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:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

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

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

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

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

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

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

Spoiler:
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

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

Allies
Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.

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

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

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

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

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

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

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

Spoiler:
Blessing of the 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 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.

Hour Power:

Current Hour:

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

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 1 Ukuja/Gothic_Artificer
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Alase/Zalarian:
Spoiler:
Hourglass Card 3 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 4 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 4 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Drelm/Kulko:
Spoiler:
Hourglass Card 5 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 6 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 6 Ukuja/Gothic_Artificer
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 7 Ahmotep/MauveAvenger
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.
Hourglass Card 8 Alase/Zalarian:
Spoiler:
Hourglass Card 8 Alase/Zalarian
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.
Hourglass Card 9 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 9 Merisiel/MatsuKurisu
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.
Hourglass Card 10 Drelm/Kulko:
Spoiler:
Hourglass Card 10 Drelm/Kulko
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.
Hourglass Card 11 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 11 Ukuja/Gothic_Artificer
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.
Hourglass Card 12 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 12 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Alase/Zalarian:
Spoiler:
Hourglass Card 13 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 14 Merisiel/MatsuKurisu
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 15 Drelm/Kulko:
Spoiler:
Hourglass Card 15 Drelm/Kulko
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 16 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 16 Ukuja/Gothic_Artificer
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 17 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 17 Ahmotep/MauveAvenger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 18 Alase/Zalarian:
Spoiler:
Hourglass Card 18 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 19 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 19 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 20 Drelm/Kulko:
Spoiler:
Hourglass Card 20 Drelm/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 21 Ukuja/Gothic_Artificer
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.

Location #1: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Alase/Zalarian, Ukuja/Gothic_Artificer, Magma Spirit

Precinct of Left Eyes Card 1:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Precinct of Left Eyes Card 2:
Explorer's Staff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Precinct of Left Eyes Card 3:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Precinct of Left Eyes Card 4:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Precinct of Left Eyes Card 5:
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.
Precinct of Left Eyes Card 6:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Precinct of Left Eyes Card 7:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Precinct of Left Eyes Card 8:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Smoking Den Card 1:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Smoking Den Card 2:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Smoking Den Card 3:
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.
Smoking Den Card 4:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Smoking Den Card 5:
Voices of the Spire
MM
Henchman B
Type: Monster
Traits:
Human
Inquisitor
Veteran
To Defeat:
Combat 8
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Smoking Den Card 6:
Death Hound
MM
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Smoking Den Card 7:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Smoking Den Card 8:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Smoking Den Card 9:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Smoking Den Card 10:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Drelm/Kulko, Ghost Scorpion
Warehouse Card 1 (Dhabba):
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Warehouse Card 2:
The First Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Warehouse Card 3:
Crocodile Skin Shield
MM
Armor C
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Warehouse Card 4:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Warehouse Card 5:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Warehouse Card 6:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Warehouse Card 7:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Warehouse Card 8:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Warehouse Card 9:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Warehouse Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, None
Dye Market Card 1:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Dye Market Card 2:
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.
Dye Market Card 3:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Dye Market Card 4:
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.
Dye Market Card 5:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Dye Market Card 6:
Stone Weasel
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tussah Silk Coat
Tarworks Card 1:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Tarworks Card 2:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Tarworks Card 3:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Tarworks Card 4:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Tarworks Card 5:
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.
Tarworks Card 6:
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.

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dilapidated Plaza Card 1:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Dilapidated Plaza Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dilapidated Plaza Card 3:
Embalmer
MM
Ally C
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Dilapidated Plaza Card 5:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Dilapidated Plaza Card 6:
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.
Dilapidated Plaza Card 7:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 8:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Dilapidated Plaza Card 9:
Tussah Silk Coat
MM
Armor C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Dilapidated Plaza Card 10:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/MatsuKurisu, None
Caravanserai Card 1:
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.
Caravanserai Card 2:
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.
Caravanserai Card 3:
Frost Staff
MM
Item B
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Caravanserai Card 4:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Caravanserai Card 5:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Caravanserai Card 6:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling
To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Caravanserai Card 7:
Camel
MM
Ally C
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Turn 9:Drelm
The Hour is Blessing of Thoth

Start Turn
Explore and encounter Dhabba

Spoiler:

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

Wisdom6: 1d6 ⇒ 1 --> Banished

Discard Prayer to examine

The First Law:

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

Ouch! Hope that isn't to bad.
Curse of the First law gets displayed.
The explore from Prayer is still open so go for it.
Encounter Crocodile Skin Shield

Spoiler:

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


Constitution 4: 1d6 ⇒ 1 --> Banished

Cast Cure on Ukuja
no of healed cards: 1d4 + 1 ⇒ (1) + 1 = 2

Drelm ends his turn.

Drelm attempts to recover all cards in his Recovery pile.
Cure: Divine 8: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8 -> Cure recharged.

Drelm resets his hand.

Drelm wrote:

Hand: Warhammer, Longsword (Core), Pearl of Wisdom, Holy Symbol, Blessing of the Gods,

Displayed: Chain Mail (Core),
Deck: 8 Discard: 1 Buried: 0
Hero Points: 0
Box reroll used: No
Undaunted Guardian used 0/3
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chain Mail (Core,2), Sands of the Hour, Divine Insight, Blessing of the Gods (2), Aid, Quarterstaff (Core)
Recharged: Dog, Cure,
Discard Pile: Prayer,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.


Deckhandler | Drelm | Cleric CD + Divine/Support AP

@ all other note first law

While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.


Out-Of-Turn Update: Ukuja was cured of his poisoning by Ahmotep; Damage was updated.

Ukuja was healed of 2 damage, replenishing him completely.

Ukuja: Round 2

Ukuja reaches for his light crossbow, and fires at the Magma Spirit.

Light Crossbow
Bow
Ranged
Basic

For your combat check, reveal this card to use your Decterity or ranged skill + 1d8.

If proficient in weapons, discard this card to add 1d4to a combat check by a character at another location.

Ranged: 1d10 + 2 + 1d8 ⇒ (8) + 2 + (8) = 18

Ukuja decides to continue searching the Precinct of Left Eyes.

Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Ukuja recharges his “Crow” card, to add 1d6 to his acquire roll!

intelligence: 1d6 + 1d6 ⇒ (2) + (1) = 3

Ukuja could not acquire the Smoking Stick. He discards his “Bat” ally card to continue exploring the area.

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

Ukuja attempts to buy Explorer’s Staff!

strength: 1d6 ⇒ 2

Success! Triumphant, Ukuja decides to reset his hand, and end his turn.

"

Ukuja wrote:

Hand: Call Animal (Hunter), Giant Chameleon (Hunter), Longbow (Hunter), light Crossbow (Hunter), Blessing of the Elements (Hunter), Python (Hunter),

Displayed:
Deck: 6 Discard: 4 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Acquired ""Explorer's Staff""

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods (Hunter), Cure (Hunter), Animal Call (Hunter), Atlatl (Hunter)
Recharged: Blessing of the Ancients (Hunter), Crow (Hunter),
Discard Pile: Bat (Hunter), Fox (Hunter), Dog (Hunter), Blessing of Gozreh (Hunter),
Buried Pile: Javelin (Hunter),

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

Favored Card: {Ally or Weapon}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
{Light Armor 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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check) (☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

"


Deckhandler | Drelm | Cleric CD + Divine/Support AP

Fixed the error of using cure globally. its still in hand and the last card drawn put back.

Drelm wrote:

Hand: Warhammer, Longsword (Core), Pearl of Wisdom, Holy Symbol, Cure,

Displayed: Chain Mail (Core),
Deck: 8 Discard: 1 Buried: 0
Hero Points: 0
Box reroll used: No
Undaunted Guardian used 0/3
NOTES:
Available Support: Blessings are available for use.
Movement: On Closing move me to Smoking den.
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Quarterstaff (Core), Blessing of the Gods (2), Aid, Blessing of the Gods, Divine Insight, Chain Mail (Core,2)
Recharged: Dog,
Discard Pile: Prayer,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: STR+2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Disable: WIS+2
Divine: WIS+3
Charisma d6 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons, Light Armor, Heavy Armor
POWERS:
When you visit a trader, display an additional card on that trader.
On your check against a card that has the Obstacle ([]or Trap) trait, you may add your Divine skill.
[] When you would discard a blessing that has the Abadar ([] or Wadjet) trait to add dice for a check, you may recharge it instead.


During This Adventure: Useful Info (Includes Player Hands and Scourge Table)

The scourge die is 1d4+1.

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

The First Law:

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

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 11, Ahmotep/MauveAvenger

Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Items
Spoiler:
Potion of Energy Resistance
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

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

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

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

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

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

Spoiler:
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.

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

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

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

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

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

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

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

Current Hour:

Blessing of the Elements:
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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 2 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 2 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 3 Drelm/Kulko:
Spoiler:
Hourglass Card 3 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 4 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 4 Ukuja/Gothic_Artificer
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 5 Ahmotep/MauveAvenger
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.
Hourglass Card 6 Alase/Zalarian:
Spoiler:
Hourglass Card 6 Alase/Zalarian
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.
Hourglass Card 7 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 7 Merisiel/MatsuKurisu
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.
Hourglass Card 8 Drelm/Kulko:
Spoiler:
Hourglass Card 8 Drelm/Kulko
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.
Hourglass Card 9 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 9 Ukuja/Gothic_Artificer
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.
Hourglass Card 10 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 10 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Alase/Zalarian:
Spoiler:
Hourglass Card 11 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 12 Merisiel/MatsuKurisu
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 13 Drelm/Kulko:
Spoiler:
Hourglass Card 13 Drelm/Kulko
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 14 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 14 Ukuja/Gothic_Artificer
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 15 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 15 Ahmotep/MauveAvenger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 16 Alase/Zalarian:
Spoiler:
Hourglass Card 16 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 17 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 17 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Drelm/Kulko:
Spoiler:
Hourglass Card 18 Drelm/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 19 Ukuja/Gothic_Artificer
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.

Location #1: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Alase/Zalarian, Ukuja/Gothic_Artificer, Magma Spirit

Precinct of Left Eyes Card 1:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Precinct of Left Eyes Card 2:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Precinct of Left Eyes Card 3:
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.
Precinct of Left Eyes Card 4:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Precinct of Left Eyes Card 5:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Precinct of Left Eyes Card 6:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Smoking Den Card 1:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Smoking Den Card 2:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Smoking Den Card 3:
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.
Smoking Den Card 4:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Smoking Den Card 5:
Voices of the Spire
MM
Henchman B
Type: Monster
Traits:
Human
Inquisitor
Veteran
To Defeat:
Combat 8
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Smoking Den Card 6:
Death Hound
MM
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Smoking Den Card 7:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Smoking Den Card 8:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Smoking Den Card 9:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Smoking Den Card 10:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/Kulko, Ghost Scorpion
Warehouse Card 1:
Crocodile Skin Shield
MM
Armor C
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Warehouse Card 2:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Warehouse Card 3:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Warehouse Card 4:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Warehouse Card 5:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Warehouse Card 6:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Warehouse Card 7:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Warehouse Card 8:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, None
Dye Market Card 1:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Dye Market Card 2:
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.
Dye Market Card 3:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Dye Market Card 4:
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.
Dye Market Card 5:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Dye Market Card 6:
Stone Weasel
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tussah Silk Coat
Tarworks Card 1:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Tarworks Card 2:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Tarworks Card 3:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Tarworks Card 4:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Tarworks Card 5:
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.
Tarworks Card 6:
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.

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dilapidated Plaza Card 1:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Dilapidated Plaza Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dilapidated Plaza Card 3:
Embalmer
MM
Ally C
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Dilapidated Plaza Card 5:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Dilapidated Plaza Card 6:
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.
Dilapidated Plaza Card 7:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 8:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Dilapidated Plaza Card 9:
Tussah Silk Coat
MM
Armor C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Dilapidated Plaza Card 10:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/MatsuKurisu, None
Caravanserai Card 1:
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.
Caravanserai Card 2:
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.
Caravanserai Card 3:
Frost Staff
MM
Item B
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Caravanserai Card 4:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Caravanserai Card 5:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Caravanserai Card 6:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling
To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Caravanserai Card 7:
Camel
MM
Ally C
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.


Turn Order: Ahmotep, Alase, Merisiel, Drelm, Ukuja
Out of Turn Updates: N/a

Turn: Turn 11 - Blessing of the Elements

Blessing of the Elements:
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.

SOT: N/a

Move: Stay at Dye Markets

Explore: Shock Toad

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

Discard Steal Book as 1 point of Electricity damage. For combat, reveal Shock Glaive +1 to do Melee+1d10+1

Combat 6: 1d8 + 2 + 1d10 + 1 ⇒ (3) + 2 + (5) + 1 = 11

Now must check First Law

First Law: 1d6 + 6 ⇒ (1) + 6 = 7

Suffer Curse of the Ravenous (already cursed). Banish The First Law.

End Turn: Reset Hand. Recharge Blessing of the Spellbound due to poisoning.

Curse of the Ravenous: 1d4 ⇒ 2

Bury Blackwing Librarian and Embalmer from discards.

[u]Summary[/u]:
Move: Dye Market
Acquired: N/a
Banished: The First Law; Dye Market Card 1: Shock Toad
Examined: N/a
Random Card(s) N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Ahmotep wrote:

Hand: Shock Glaive +1, Fire Snake, Flame Staff, Anubis Staff, Spellbook,

Displayed: Curse of Poisoning, Curse of the Ravenous,
Deck: 6 Discard: 3 Buried: 2
Current Location: Dye Market
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Steal Book: Will use if character fails vs. arcane/book boon
Remove Curse

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Explorer's Staff, Electrified Web, Quarterstaff
Recharged: Remove Curse, Tussah Silk Coat, Blessing of the Spellbound 2,
Discard Pile: Blessing of the Gods, Blessing of the Spellbound 1, Steal Book,
Buried Pile: Blackwing Librarian, Embalmer,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check (☐ or a check by another character at your location), after the roll, you may discard (☐ or recharge) a card to add or subtract 2 from the result.
When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
You may recharge a card that has the Staff trait to add 1d8 to your combat check (☐ and you may add the Fire trait).


During This Adventure: Useful Info (Includes Player Hands and Scourge Table)

The scourge die is 1d4+1.

When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

After you acquire an ally, you may immediately attempt to close your location.

To win, close all locations.

Additional Rules:

Henchman: Voices of the Spire:

Henchman
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Henchmen: Lurking Spy:

Henchman
Type: Monster
Traits: Human Spy Trigger Veteran
To Defeat: Combat 11 OR Stealth Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

Scenario Level (#): 1

Turn: 12, Alase/Zalarian

Scourge Table:

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

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

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

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

Items
Spoiler:
Staff of Minor Healing
MM
Item 1
Traits:
Staff
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

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

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

Spoiler:
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.

Allies
Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

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

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

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

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

Blessings
Spoiler:
Blessing of the Elements
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.

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

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

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

Current Hour:

Blessing of the Ancients:
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.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 1 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Drelm/Kulko:
Spoiler:
Hourglass Card 2 Drelm/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 3 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 3 Ukuja/Gothic_Artificer
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 4 Ahmotep/MauveAvenger
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.
Hourglass Card 5 Alase/Zalarian:
Spoiler:
Hourglass Card 5 Alase/Zalarian
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.
Hourglass Card 6 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 6 Merisiel/MatsuKurisu
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.
Hourglass Card 7 Drelm/Kulko:
Spoiler:
Hourglass Card 7 Drelm/Kulko
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.
Hourglass Card 8 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 8 Ukuja/Gothic_Artificer
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.
Hourglass Card 9 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 9 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Alase/Zalarian:
Spoiler:
Hourglass Card 10 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 11 Merisiel/MatsuKurisu
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 12 Drelm/Kulko:
Spoiler:
Hourglass Card 12 Drelm/Kulko
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 13 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 13 Ukuja/Gothic_Artificer
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 14 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 14 Ahmotep/MauveAvenger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 15 Alase/Zalarian:
Spoiler:
Hourglass Card 15 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 16 Merisiel/MatsuKurisu:
Spoiler:
Hourglass Card 16 Merisiel/MatsuKurisu
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 17 Drelm/Kulko:
Spoiler:
Hourglass Card 17 Drelm/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Ukuja/Gothic_Artificer:
Spoiler:
Hourglass Card 18 Ukuja/Gothic_Artificer
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.

Location #1: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Alase/Zalarian, Ukuja/Gothic_Artificer, Magma Spirit

Precinct of Left Eyes Card 1:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Precinct of Left Eyes Card 2:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Precinct of Left Eyes Card 3:
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.
Precinct of Left Eyes Card 4:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Precinct of Left Eyes Card 5:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Precinct of Left Eyes Card 6:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Location #2: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Smoking Den Card 1:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Smoking Den Card 2:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Smoking Den Card 3:
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.
Smoking Den Card 4:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Smoking Den Card 5:
Voices of the Spire
MM
Henchman B
Type: Monster
Traits:
Human
Inquisitor
Veteran
To Defeat:
Combat 8
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Smoking Den Card 6:
Death Hound
MM
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Smoking Den Card 7:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Smoking Den Card 8:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Smoking Den Card 9:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Smoking Den Card 10:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Drelm/Kulko, Ghost Scorpion
Warehouse Card 1:
Crocodile Skin Shield
MM
Armor C
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Warehouse Card 2:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Warehouse Card 3:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Warehouse Card 4:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Warehouse Card 5:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Warehouse Card 6:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Warehouse Card 7:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Warehouse Card 8:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Location #4: Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, None
Dye Market Card 1:
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.
Dye Market Card 2:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Dye Market Card 3:
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.
Dye Market Card 4:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Dye Market Card 5:
Stone Weasel
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Location #5: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tussah Silk Coat
Tarworks Card 1:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Tarworks Card 2:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Tarworks Card 3:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Tarworks Card 4:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Tarworks Card 5:
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.
Tarworks Card 6:
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.

Location #6: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dilapidated Plaza Card 1:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Dilapidated Plaza Card 2:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Dilapidated Plaza Card 3:
Embalmer
MM
Ally C
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Dilapidated Plaza Card 5:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.
Dilapidated Plaza Card 6:
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.
Dilapidated Plaza Card 7:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 8:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Dilapidated Plaza Card 9:
Tussah Silk Coat
MM
Armor C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Dilapidated Plaza Card 10:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/MatsuKurisu, None
Caravanserai Card 1:
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.
Caravanserai Card 2:
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.
Caravanserai Card 3:
Frost Staff
MM
Item B
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Caravanserai Card 4:
Lurking Spy
None
Henchman 1
Type: Monster
Traits:
Human
Spy
Trigger
Veteran
To Defeat:
Combat 11
OR Stealth
Perception 8
The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
When you examine this card, encounter it and ignore its before you act power.
Before you act, suffer the scourge Curse of Poisoning.
Caravanserai Card 5:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Caravanserai Card 6:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling
To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Caravanserai Card 7:
Camel
MM
Ally C
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.


Out of turn update: fixed the damage amount.

"

Ukuja wrote:

Hand: Explorer's Staff (Core), Giant Chameleon (Hunter), Longbow (Hunter), light Crossbow (Hunter), Blessing of the Elements (Hunter), Python (Hunter),

Displayed:
Deck: 5 Discard: 6 Buried: 1
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Acquired ""Explorer's Staff""

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cure (Hunter), Call Animal (Hunter), Atlatl (Hunter)
Recharged: Blessing of the Ancients (Hunter), Crow (Hunter),
Discard Pile: Bat (Hunter), Fox (Hunter), Dog (Hunter), Animal Call (Hunter), Blessing of Gozreh (Hunter), Blessing of the Gods (Hunter),
Buried Pile: Javelin (Hunter),

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

Favored Card: {Ally or Weapon}
Hand Size: 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
{Light Armor 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 (☐ or to add 1d4 plus the discarded card's adventure deck number to your combat check) (☐ or to your check to defeat a barrier).
☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

"


Female Human | My Deck Handler Summoner / Arcane+UM (12789-1018)

Out of Turn Updates: None

Turn Order: Alase/Zalarian, Merisiel/MatsuKurisu, Drelm/Kulko, Ukuja/Gothic_Artificer, Ahmotep/MauveAvenger[/ooc]
if random character, using Self as #1

Turn: 12 - Blessing of the Ancients
SOT: Draw Tonbarse to hand
Give Card: Give Fire Lance to Ukuja
Move: Stay at Precinct
Location Powers: None

Explore: Precinct of Left Eyes Card 1: Baited Jewel Box

Baited Jewel Box:

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

Tonbarse lets me recharge blessing
Untrained Disable Skill Check DC 6: 1d4 + 1d4 ⇒ (2) + (2) = 4 No Success - location is shuffled

Alase ends their turn. Will display false life when able

Alase attempts to recover all cards in their Recovery pile.

Alase resets their hand.

"

Alase wrote:

Hand: Steal Book, Flame Staff#Core, Binder's Tome, Blessing of Pharasma, Armor of the Sands,

Displayed: Tonbarse, False Life,
Deck: 7 Discard: 3 Buried: 0
Hero Points: 0
Tonbarse Loc: Precinct
Reroll used: 4-1
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse); also feel free to ask if giving you a card may help instead
would like to use Steal Book for an arcane spell or a tier 1 divine spell
Binder's tome adds d4 and mental to local combat and CHA checks
Other: Loot choice: Spell 1

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abraxas, Blessing of the Spellbound 3, Fire Snake, Remove Curse, Infernal Healing, Blessing of the Spellbound
Recharged: Blessing of the Spellbound 2,
Discard Pile: Acadamae Student, Magical Child, Tomb Raider,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Perception: Wisdom +2
--Survival: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
--Arcane: Charisma +2

Favored Card: Item
Hand Size: 6 ☐ 7
Proficiencies:
None
POWERS:
After you play a spell that has the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
Tonbarse: Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

"

[u]Summary[/u]
Current Location: Precinct
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Ukuja received Fire Lance - Precinct is shuffled

Dark Archive

Turn Order
Ahmotep/MauveAvenger, Alase/Zalarian Merisiel, Drelm/Kulko, Ukuja/Gothic_Artificer

Out of turn updates

Hour = 1 Merisiel/MatsuKurisu: Blessing of Pharasma
Hour Power No effect.

Start of Turn
At: #7: Caravanserai
Give: No
Move: #1: Precinct of Left Eyes

At This Location: Recharge an ally, or you may not move.

Free explore Top Card 1-6: 1d6 ⇒ 4 = 4: Bonecrusher Wizard, Monster B:

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

BYA 1 Cold damage, Recharge Leather Armor -1 to 0
Reveal ac Kukri 1d8+1d4, Alase reveals Binder's Tome +1d4
Combat 9: 1d8 + 1d4 + 1d4 ⇒ (8) + (4) + (4) = 16 - Banished
AYA 1 Poison damage(Sage's Journal)

If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck. - YES
Random Monster added

End of Turn

Recovery

Reset
Discard
Draw up Spider Venom

Summary
Location = #1: Precinct of Left Eyes - RANDOM(1-3,5-6,M1)
Acquired =
Banished = 4: Bonecrusher Wizard
Displayed =
Examined =

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =
"

Merisiel wrote:

Hand: Thieves' Tools (Classic), Amulet of Life, Blessing of the Gods (3), ac Kukri, Spider Venom,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Hero Points: 0
NOTES:
Available Support: Distant: Blessing Available
Local:
Other Will give Ukuja Amulet of Life next turn
Movement: On Close:
Other: Hi I'm Merisiel! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods (4), Spyglass, Blessing of the Gods, Old Salt, Rapier, Dagger, Troubadour
Recharged: Leather Armor,
Discard Pile: Compass, Blessing of the Gods (2), ac Ring of the Godless, Sage's Journal,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Acrobatics: Dex +2
- Stealth: Dex +2
- Disable: Dex +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d4 ☐ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1
- Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☐ 6
Proficiencies:
Light Armors | ☐ Weapons
POWERS:
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"

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