[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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Merisiel's Hour is Sandstorm

Merisiel's Location: 1d6 ⇒ 1 Precious Mine
Ahmotep's Location: 1d6 ⇒ 2 Quarry
Alahazra's Location: 1d6 ⇒ 4 Peasant Tombs
Alase's Location: 1d6 ⇒ 1 Precious Mine


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

Scourge Die is 1d6+1

When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.

The Exchange's Favor:
Favor
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number. While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

The Second Law:

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

Additional Rules:

Villain: Muhlia al-Jakri:

Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

Henchman: Sand Thief:

Henchman
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Warrior Dolls:

Henchman
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Collapsing Hallways:

Henchman
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Extra Location Henchman: Conflagration:

Henchman
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Hourglass Villain: Sandstorm:

Villain
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Summoned 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.

Scenario Level (#): 3

Turn: 17, Merisiel/Matsu_Kurisu

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:
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.

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

Spoiler:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

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

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.

Barriers
Spoiler:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

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:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

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:
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.

Weapons
Spoiler:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

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

Spoiler:
Javelin of Lightning
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.

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

Spells
Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

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

Spoiler:
Detonate
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.

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

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

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:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.

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

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.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.

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

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

Spoiler:
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.

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

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:
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Spoiler:
Mahga Threefingers
MM
Ally B
Traits:
Half-Orc
Ranger
To Acquire:
Charisma
Diplomacy 8
On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
Discard this card to explore your location.

Spoiler:
Nefti the Bard
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail 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 a weapon, an armor, or an item.
During the explore step of a character at your location, discard this card to allow her to explore her location.

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

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

Spoiler:
Blessing of 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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

Spoiler:
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

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 deck, 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 deck, 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: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/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 2 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 Ahmotep/MauveAvenger
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
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 deck, 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/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
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 Alahazra/Kulko:
Spoiler:
Hourglass Card 5 Alahazra/Kulko
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 6 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 6 Ahmotep/MauveAvenger
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 7 Alase/Zalarian:
Spoiler:
Hourglass Card 7 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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Merisiel/Matsu_Kurisu
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 9 Alahazra/Kulko:
Spoiler:
Hourglass Card 9 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 10 Ahmotep/MauveAvenger
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.
When a spell is played during any check, discard this card to add 2 dice to 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 11 Alase/Zalarian:
Spoiler:
Hourglass Card 11 Alase/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 12 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Merisiel/Matsu_Kurisu
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 13 Alahazra/Kulko:
Spoiler:
Hourglass Card 13 Alahazra/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.

Location #1: Precious Mine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/Zalarian, Merisiel/Matsu_Kurisu,

Location #2: Quarry
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, None

Location #3: Stonework Passages
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Alahazra/Kulko,

Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
, Ubashki, Healer's Kit, Blessing of Horus
Peasant Tombs Card 1 (Conflagration):
Conflagration
MM
Henchman B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Peasant Tombs Card 2 (Muhlia al-Jakri):
Muhlia al-Jakri
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

Location #5: Mausoleum
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:

Conflagration:

MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
, Lightning Storm
Ruined Temple Card 1 (Warrior Dolls):
Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Temple Card 2:
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.
Discard this card to add 2 dice to any 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.
Ruined Temple Card 3:
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.
Ruined Temple Card 4:
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 to shuffle 1d4 random cards from his discard pile into his deck.
Ruined Temple Card 5:
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Ruined Temple Card 6:
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.

Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
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 power on that card that happens when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Cards Not In the Box Card 2:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Cards Not In the Box Card 3:
Stained Glass Elemental
MM
Ally B
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
Cards Not In the Box Card 4:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Dark Archive

Turn Order Merisiel, Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian

Out of turn updates

Hour = 13 Merisiel/MatsuKurisu: Blessing of the Elements

Start of Turn
At: #1: Precious Mine

Give: No
Move: #4: Peasant Tombs

At This Location: After playing a boon that has the Fire trait, bury it.

Free explore = 1: Conflagration, Henchman B: Disable 12(9+3)

Spoiler:
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Disable 1d12+2+2, Recharge Cerulean Mastermind(ac Dagger of Doubling) +1d12+2
Disable 12: 1d12 + 2 + 2 + 1d12 + 2 ⇒ (3) + 2 + 2 + (12) + 2 = 21 Banished

End of Turn
Conflagration: 1 Fire Damage - Bury Magic Chain Shirt, reduce to 0

Recovery

Reset
Discard
Draw lt Master of Masters, Sergeant-at-arms

Summary
Location = #4: Peasant Tombs
Acquired =
Banished = 1: Conflagration
Examined =
Added =

Displayed =

From Box =

Give =
Used =

Other =
"

Merisiel wrote:

Hand: Shock Kukri, lt Sun Falcon Pectoral, td Stained Glass Elemental, Master of Masters, Sergeant-at-arms, ac Blessing of Horus,

Displayed:
Deck: 7 Discard: 6 Buried: 3
Hero Points: 5
NOTES:
Available Support: Distant: Saving blessings to get rid of Conflagaration & close Temple
Local:
Other[/b
[b]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 Abadar, Priest of Abadar, Masterwork Tools
Recharged: Keen Rapier, Keen Starknife, lt Blessing of Maat, Cerulean Mastermind,
Discard Pile: Blessing of Abadar (2), Spyglass, Compass, Helpful Haversack, Blessing of Milani, ac Ubashki,
Buried Pile: ac Flaming Spear +1, ac Dagger of Doubling, Magic Chain Shirt,

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 | [X] Weapons
POWERS:
You may evade your encounter ([X] and may put the card on top of the deck)
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.
☐ Add 2 to your noncombat check to defeat a barrier (☐ or close a location).
☐ Add 2 (☐ 4) to your check to acquire an item.
☐ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Alahazras Deckhandler

Turn 18: Alahazra
The Hour is Blessing of the Elements

SoT
Trying to Defeat Conflagration
Cast Create Mindscape
Discard Blessing of Spellbound to bless

CtD Survival 9+3=12 : 2d8 + 3 + 1d4 ⇒ (3, 2) + 3 + (2) = 10 Invest Hero Point
CtD Survival 9+3=12 : 2d8 + 3 + 1d4 ⇒ (5, 3) + 3 + (1) = 12 Defeated


Cast Major cure on Merisiel

Cards healed: 1d4 + 1 ⇒ (4) + 1 = 5 healing myself 1 card - Viper Strike


Stay at Peasant Tombs
No use in exploring

Alahazra ends her turn.

Alahazra attempts to recover all cards in her Recovery pile.
Major Cure: Divine 10: 1d10 + 5 ⇒ (2) + 5 = 7 -> Major Cure discarded.

Alahazra resets her hand.

Alahazra wrote:

Hand: Imp, Flame Staff (Core), Ruby of Charisma, Blessing of Pharasma, Volcanic Storm, Life Drain,

Displayed: Create Mindscape,
Deck: 11 Discard: 7 Buried: 1
Hero Points: 2
Box Reroll Used: yes
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Riftwarden, Fireblade, Blessing of the Spellbound (2), Find Traps, Blessing of the Gods, Viper Strike
Recharged:
Discard Pile: Druid of the Flame, Blessing of Abadar, Fire Gecko, Elemental Mastery, Mumia, Blessing of the Spellbound, Major Cure,
Buried Pile: Locate Object,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Conflagration defeated at Tombs
1 HP used
Mindscape displayed at Tombs
I think also Alases Mindscape should be displayed at the ruins.


Turn Order: Merisiel, Alahazra, Ahmotep, Alase
Out of Turn Updates: Would have taken 1 Fire damage from Conflagration. Discard Armor of the Sands as 1 Fire damage. Would replace it with Cleric of Nethys. Create Mindscape would also be banished to Recovery.

Turn: Turn 19 - The Exchange's Favor

The Exchange's Favor:
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

SOT: For The Exchange's Favor, choose Spell. Summon Chain Lightning

Chain Lightning:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Arcane 10: 1d10 + 4 ⇒ (10) + 4 = 14

Acquired!

Move: Move to Ruined Temple

Explore: Warrior Dolls

Warrior Dolls:
Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Banish Chain Lightning to Recovery to do Arcane+3d6.

Combat 10+3+3=16: 1d10 + 4 + 3d6 ⇒ (9) + 4 + (6, 5, 2) = 26

Defeated, but can't close location. Discard Blessing of Isis to explore again.

Explore 2: Blessing of Ra

Blessing of Ra:
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.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Melee 8: 1d8 + 3 ⇒ (7) + 3 = 10

Acquired! Will discard to explore again.

Explore 3: Plague Zombie

Plague Zombie:
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.

Chain Lightning is Displayed, so will use the result of the first Combat check for the Combat check versus the Plague Zombie

Combat 11: 26 = 26

Defeated!

End Turn: Reset Hand. Discard Flames of the Faithful as 1 Fire damage from Conflagration

Recovery:

-Create Mindscape: Arcane 11: 1d10 + 4 ⇒ (1) + 4 = 5
-Chain Lightning: Arcane 12: 1d10 + 4 ⇒ (4) + 4 = 8

[u]Summary[/u]:
Move: Quarry -> Ruined Temple
Acquired: Random Spell 1: Chain Lightning; Ruined Temple Card 2: Blessing of Ra
Banished: Ruined Temple Cards 1,3: Warrior Dolls, Plague Zombie
Examined: N/a
Random Card(s): Random Spell 1: Chain Lightning
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a

Ahmotep wrote:

Hand: Twin Serpent Quarterstaff, Ice and Fire, Staff of Minor Healing, Cleric of Nethys, Blessing of Abraxas, Blessing of Maat,

Displayed:
Deck: 9 Discard: 9 Buried: 0
Current Location: Ruined Temple
Hero Points: 5
Paizo Reroll: 4-3E not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma
Recharged: Pyrotechnic Blast, Fire Snake, Sapphire of Intelligence, Remove Curse, Anubis Staff, Blessing of Maat (acq),
Discard Pile: Staff of Dark Flames, Reed Moccasin, Staffbearer, Armor of the Sands, Create Mindscape, Chain Lightning, Flames of the Faithful, Blessing of Ra, Blessing of Isis,
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


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

Out of Turn Updates: Display Tonbarse at Ruined Temple
Cast fly and examine 2 closed locations and move to Ruined Temple

Arcane CHA Check DC 10: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (3) = 16 Fly recharged

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

Turn: 20 - Hourglass Card 3 Alase/Zalarian Blessing of the Ancients
SOT: Examine top card of Tonbarse location (Ruined Temple Card 4: Potion of Healing) as well as bottom card (Ruined Temple Card 6: Lightning Storm), Choose not to shuffle location and Draw Tonbarse to hand
Attempt to banish Conflagration

Conflagration:

Henchman
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Will have Alahazra recharge BotG to copy BotA and create Mindscape
Survival Check WIS DC 9+3=12: 1d8 + 2 + 1d8 + 1d4 ⇒ (6) + 2 + (3) + (2) = 13 Success

Give Card: None
Move: Stay at Ruined Temple
Location Powers: When you play a card that has the Divine trait, bury it.

Explore: Ruined Temple Card 4: Potion of Healing

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 to shuffle 1d4 random cards from his discard pile into his deck.

Intelligence Check DC 5: 1d6 + 1d4 ⇒ (6) + (1) = 7 Success

Will bury Pharasma's knowing to draw 2 (Enervation, Blessing of Abraxas), recharge 2 (Enervation, Divine Fortune) and explore
Explore: Ruined Temple Card 5: Blessing of Nethys

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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Perception WIS Check DC 8: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Success; bury blessing of Nethys to examine/explore final card

Explore: Ruined Temple Card 6:
Lightning Storm

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.

Lightning Storm is displayed and will close by burying blessing of Maat and draw a random blessing - Blessing of Isis

Blessing of Isis:

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

Reminder of Scenario changes:

Adventure:
The scourge die is 1d6.

If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario:

If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

Will display Tonbarse next to Peasant Tomb and banish Potion of Healing to use on Ahmotep
Random Roll: 1d4 ⇒ 4

Alase ends her turn burying The Twin to heal 1.
Alase has all cards in her discard pile healed: (Cleric of Nethys). Deck shuffled.

Alase attempts to recover all cards in their Recovery pile.
Create Mindscape: Arcane 11: 1d10 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18 -> Create Mindscape recharged.

Alase resets her hand.

"

Alase wrote:

Hand: Binder's Tome, Blessing of Isis, Blessing of Pharasma, The Eclipse, Blessing of Abraxas, Shield Cloak, Fly,

Displayed: Infernal Healing, Tonbarse,
Deck: 10 Discard: 0 Buried: 5
Hero Points: 5
Reroll used: 4-3E
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for Wadjet and Pharasma's Knowing); also feel free to ask if giving you a card may help instead
Binder's tome adds d4 and mental to local combat and CHA checks when in hand
Other: Loot choice: Spell 1/2, Blessing 1, Item 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Spellbound, Blessing of the Elements, Enervation, Acid Splash, Fire Snake, Cleric of Nethys, Divine Fortune, Locate Object, Bound Imp
Recharged: Create Mindscape,
Discard Pile:
Buried Pile: Ubashki, Pharasma's Knowing, Blessing of Nethys, Blessing of Maat, The Twin,

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
Character Traits:  Female Human Summoner (Sarkoris Guide) 
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
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 (☑ and bottom) card of the cohort Tonbarse’s location, then ((☑ you may) shuffle that deck, then draw Tonbarse. (□ Then, you may display Tonbarse next to a location and may move to that location.)
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.
□ Add 1d4 (□ 1d8) to any check to close Tonbarse’s location. (□ On closing, you may draw an ally from your discard pile.)
□ After you examine a card in a location deck, you may recharge a card; if you do, you may draw a card.
□ When a character at Tonbarse’s location fails to defeat a non-villain, non-henchman bane and would shuffle it into his location deck, you may return Tonbarse to your hand and display him at another open location to shuffle the bane into that location instead.

"

[u]Summary[/u]
Current Location: Ruined Temple Tonbarse at Location Peasant Tombs[/s]
Acquired: Blessing of Nethys
Blessing of Isis (random)

Banished: Potion of Healing (used)
Examined: None
Random Card(s) Used: RND Blessing #1
Displayed: LIghtning Storm
Other Player(s) Resources Used: Alahazra's BotG is recharged
Actions needed by other Player(s): Ahmotep is healed for 4


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

Scourge Die is 1d6+1

When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.

The Exchange's Favor:
Favor
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number. While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

The Second Law:

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

Additional Rules:

Villain: Muhlia al-Jakri:

Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

Henchman: Sand Thief:

Henchman
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Warrior Dolls:

Henchman
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Collapsing Hallways:

Henchman
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Extra Location Henchman: Conflagration:

Henchman
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Hourglass Villain: Sandstorm:

Villain
Type: Barrier
Traits: Trigger Obstacle Weather
To Defeat: None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Summoned 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.

Scenario Level (#): 3

Turn: 21, Merisiel/Matsu_Kurisu

Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Brain Ooze
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.

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:
Mummified Sphinx
MM
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.

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.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.

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

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

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.

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

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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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:
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.

Weapons
Spoiler:
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 this check, you may discard this card to reroll the dice; take the new result.

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

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

Spoiler:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

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

Spells
Spoiler:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Detonate
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.

Spoiler:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

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 play another armor.

Spoiler:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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 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.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your 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 automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.

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

Spoiler:
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. During this exploration, add 1d4 to your checks to acquire items.

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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

Spoiler:
Bal Themm
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the 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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of Thoth
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Bastet
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

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 deck, 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: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/Kulko
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 2 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 Ahmotep/MauveAvenger
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 3 Alase/Zalarian:
Spoiler:
Hourglass Card 3 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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 5 Alahazra/Kulko:
Spoiler:
Hourglass Card 5 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 6 Ahmotep/MauveAvenger
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.
When a spell is played during any check, discard this card to add 2 dice to 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 7 Alase/Zalarian:
Spoiler:
Hourglass Card 7 Alase/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Merisiel/Matsu_Kurisu
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 9 Alahazra/Kulko:
Spoiler:
Hourglass Card 9 Alahazra/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.

Location #1: Precious Mine
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Quarry
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Stonework Passages
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Kulko, Merisiel/Matsu_Kurisu,

Peasant Tombs Card 1 (Muhlia al-Jakri):
Muhlia al-Jakri
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

Location #5: Mausoleum
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Ruined Temple
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, Alase/Zalarian,

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.

Location #7: Cards Not In the Box
At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks.
When Closing: Not a real location.
When Permanently Closed: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: None

Cards Not In the Box Card 1:
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 power on that card that happens when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Cards Not In the Box Card 2:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Cards Not In the Box Card 3:
Stained Glass Elemental
MM
Ally B
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
Cards Not In the Box Card 4:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Dark Archive

1 person marked this as a favorite.

Turn Order Merisiel, Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian

Out of turn updates

Hour = 21 Merisiel/MatsuKurisu: Blessing of the Elements

Start of Turn
At: #4: Peasant Tombs

Give: No
Move: No

At This Location: After playing a boon that has the Fire trait, bury it.

Free explore = 1: Muhlia al-Jakri, Villain 3: Combat 16

Spoiler:
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

Perception 1d6+1+2, Already displayed Create Mindscape +1d4, discard ac Blessing of Horus +1d6
BYA Perception 9: 1d6 + 1 + 2 + 1d4 + 1d6 ⇒ (2) + 1 + 2 + (1) + (5) = 11 Success

Reveal & Recharge Shock Kukri 1d12+2+2+2d6+1d4, recharge Sergeant-at-arms +1d6, Discard Master of Masters +2d12
Distant Characters +2DC
Combat 18(16+2): 1d12 + 2 + 2 + 2d6 + 1d4 + 1d6 + 2d12 ⇒ (2) + 2 + 2 + (2, 6) + (4) + (2) + (9, 8) = 37 Defeated

We win!


Completed Scenario 4-3E: We've Got You Now!

Scenario Reward:
For the rest of the Adventure Path, your trade cost for Agymah, Shardizhad, and Udjebet is reduced by 1 card (to a minimum of 1).

Development:
Neither the traps nor the sand creatures slowed you down enough for al-Jakri to escape. Outmatched, out of tricks, and out of places to run, she surrendered and is now in the custody of Venture-Captain Esmayl ibn Qaradi. It’s only a matter of time before she’s shipped back to Absalom to face justice, and it’s satisfying to see her led away in chains. Even a statement from the Satrap arrived, declaring that al-Jakri’s title would be stripped. As your patron Tallah predicted, she’s a pasha no more.

Al-Jakri had attempted to escape with some damning written evidence, including a journal in which she detailed her plans to incite chaos in Absalom and instigate war between Taldor and Qadira. Her co-conspirators’ names appear all over her plans: both the vampire Stavros Nightcrescent as well as someone named Koth’Vaul. From her notes, it sounds like Koth’Vaul is a fiend of some form, though al-Jakri doesn’t go into specifics— in fact, it seems the two weren’t even terribly fond of each other. As you continue perusing the journal you come across an especially alarming name: that of the information broker Grandmaster Torch!

The journal solves one other mystery. Some time ago, an artifact disappeared from the Society’s vaults, yet there wasn’t enough evidence to trace where it had gone. Al-Jakri’s notes suggest it’s currently hidden in the foreboding Mana Wastes, where you should be able to piece together the clues needed to find the artifact. Whatever its exact nature, this device seems to figure into her—and Koth’Vaul’s—bigger plans.

Acquired Cards:
Reed Moccasin (Ally 3)
Ubashki (Ally B)
Fire Gecko (Ally B)

Blessing of Horus (Blessing B)
Blessing of Nethys (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Maat (Blessing 2)
Blessing of Isis (Blessing 3)
Blessing of Ra (Blessing B)

Potion of Healing (Item B)

Flames of the Faithful (Spell 1)
Locate Object (Spell 1)
Elemental Mastery (Spell 3)
Chain Lightning (Spell 3)

Dagger of Doubling (Weapon 3)
Flaming Spear +1 (Weapon 2)


Completed Adventure 4-3: Favors and Foes

Adventure Reward:
Each character gains a skill feat.

Each player unlocks the ability to play Enora from the Wrath of the Righteous Base Set using the Pathfinder Tales Character Deck.


Scenario 4-P1: Murder in the Marketplace

Murder in the Marketplace presents a choice to the party: You may face Lazzero, cleric of Asmodeus; Linxia, Hellknight; or Urgraz, antipaladin. The decision you make will affect the story, the villain and henchmen you face, the rules for the scenario, and the reward. Use the scenario card corresponding to the character you choose.

When replaying, you may earn the reward for each card once, but only count the scenario once for tier advancement.

Lazzero, Cleric of Asmodeus:

During this Scenario:

Spoiler:
At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you would fail a check against a non-villain card, you may draw a card then bury your hand to succeed instead.

When you encounter a villain or henchman and do not defeat it, bury the top card of your deck.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Scenario Reward:

Spoiler:
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in his deck with the spell Deathgrip. At the end of each scenario, return the card to the game box.

Each player may, for each future scenario, choose to exchange his character that completed this scenario with Lazzero from Hell’s Vengeance Character Deck 1. Lazzero gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Lazzero’s deck from the Hell’s Vengeance Character Deck 1 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Cleric Lazzero.


Linxia, Hellknight:

During this Scenario:

Spoiler:
At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Scenario Reward:

Spoiler:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Unwrapped Harmony. At the end of each scenario, return the card to the game box.

Each player may, for each future scenario, choose to exchange his character that completed this scenario with Linxia from Hell’s Vengeance Character Deck 1. Linxia gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Linxia’s deck from the Hell’s Vengeance Character Deck 1 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Hellknight Linxia.

Urgraz, Antipaladin:

During this Scenario:

Spoiler:
At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard a blessing to add a single die to check, discard the top card of your deck.

When you defeat the henchman Bheg, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Scenario Reward:

Spoiler:
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the weapon Ooze Falchion +1. At the end of each scenario, return the card to the game box.

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



Since there's no strong preference for Scenario version, I'll decide randomly

Which Villain?: 1d2 ⇒ 2 Linxia, Hellkinght


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

The adventure deck number is 2. The scourge die is 1d6.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Additional Rules:

Villain: Linxia:

Villain
Type: Monster
Traits: Hellknight Human
To Defeat: Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

Henchman: Gaunt Cadaver:

Henchman
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Henchman: Crawling Hands:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Henchman: Natron Zombie:

Henchman
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Henchman: Dark Slayer:

Henchman
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Scenario Level (#): 2

Turn: 0, Merisiel/Matsu_Kurisu

Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Shock 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:
Carrion Golem
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
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:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

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

Barriers
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 or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

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.

Spoiler:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to your location.
While displayed, 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:
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.

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 with a difficulty of 8 plus the scenario's adventure deck number or 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 moves to a random other location.

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 use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Explorer's Staff
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:
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 you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

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

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.
On your combat check, if you played another weapon, discard this card to add 1d4.

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

Spoiler:
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:
Viper Strike
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 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 to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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, you may succeed at an Arcane or Divine 6 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:
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, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.

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

Spoiler:
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 instead of recharging it.

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.

Items
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 that invokes the Construct or Fire trait by a character at your location.
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 put them back in any order; otherwise, shuffle your location deck.

Spoiler:
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.

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

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

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

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

Spoiler:
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.

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

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

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 deck, 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 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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

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 deck, 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:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

Location #1: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #2: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #4: Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Location #6: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None


Scenario 4-P1: Murder in the Marketplace - Linxia

The sun blazes overhead as thousands gather outside a market square in the Thuvian capital Merab. The arrival of merchants from all over the continent and beyond brings the promise of wondrous treasures. On the other side of a closed gate, merchants place the finishing touches on their stalls. A stall exhibiting rows of fine Qadiran carpets commands the most prominent location, next to a colorful display of alchemical tinctures. Palpable excitement fills the air, but you can’t shake a feeling of unease. According to your contact Satiyar Siddique, the Pasha Muhlia al-Jakri plans to create a calamitous disruption in Thuvia soon, and Merab is her most likely target. Could one of the Pasha’s mind-controlled servants be lurking nearby? You scan the crowds for anyone who seems out of place.

A uniformed guard announces the opening of the market. As the crowd surges forward, the rows of Qadiran carpets suddenly fall to the ground. The crowd’s excited chatter transforms into screams of terror. Where the carpets once hung dangle the corpses of three people clad in the holy garb of Sarenrae’s clergy. A single, precise slash cuts across each of their chests.

Some of the guards try to manage the panicked crowds while others rush to the grisly scene. Before you can devise a way to convince them to let you investigate, you catch a glimpse of a cloaked figure on a nearby rooftop, an unflinching spectator of the horror below. Fighting against the crush of the crowd, you search for a way up. The side of a market stall will have to suffice. As you clamber onto the roof, the figure notices you. Her skin glistens with sweat, and her expression is vacant. She turns to face you, and a wickedly sharp longsword appears in her hand.

During this Adventure:
The adventure deck number is 2. The scourge die is 1d6.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

During this Scenario:
At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Unwrapped Harmony. At the end of each scenario, return the card to the game box.

Each player may, for each future scenario, choose to exchange his character that completed this scenario with Linxia from Hell’s Vengeance Character Deck 1. Linxia gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Linxia’s deck from the Hell’s Vengeance Character Deck 1 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Hellknight Linxia.

---------------------------------
Story Banes:

Villain: Linxia:

Villain
Type: Monster
Traits: Hellknight Human
To Defeat: Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

Henchman: Gaunt Cadaver:

Henchman
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Henchman: Crawling Hands:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Henchman: Natron Zombie:

Henchman
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Henchman: Dark Slayer:

Henchman
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.


Zadim- 4-2A: Missing Persons

Starting Location Glass Pavilion
Loot
Scorpion Whip (replacing swordcane)

Traders -
Sunburst Trader will add Ubashki to deck and put Elixir of Love into Box
Ghoul Market- TBD
Favored Card - Weapon

"

Zadim wrote:

Hand: The Carnival, Snakebite Dagger, Prayer, Shortsword, Rapier, Sword Cane,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
Reroll last used: 41E
NOTES:
Available Support: Blessings are available for use.
Other: Loot Desires: Weapon 2, Blessing 1, TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider, Armored Coat, Belt of Physical Prowess, Scorpion Whip, Incitation, Orison, Spider Venom, Ubashki, Slick Leather, Leech
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Stealth: Dex +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location deck.
You may recharge a card to add your Intelligence skill (□+2) to your check that invokes the Poison (□ or Acid or Undead) trait.
You may discard (☑ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.

Zadim automatically succeeds at the DC 5 Acrobatics check


Alahazras Deckhandler

Alahazra will greet Zadim and reminiscene on old time before joining him on his trading trip.

Then she will start at the Shiny Bauble.

Deck Uograde Riftwarden -> Vampire Bat

Alahazra wrote:

Hand: Create Mindscape, Blessing of the Spellbound (2), Imp, Vampire Bat, Blessing of the Gods, Fireblade, Viper Strike,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: yes
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Find Traps, Major Cure, Volcanic Storm, Blessing of Pharasma, Life Drain, Ruby of Charisma, Akhentepi's Armor (Loot), Druid of the Flame, Blessing of Abadar, Blessing of the Spellbound
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.


Alahazras Deckhandler

Adapted hand after corrected Deck Upgrades

Alahazra wrote:

Hand: Create Mindscape, Blessing of the Spellbound (2), Imp, Riftwarden, Blessing of the Gods, Fireblade, Ice Strike,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 2
Box Reroll Used: yes
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Volcanic Storm, Find Traps, Major Cure, Blessing of Abadar, Ruby of Charisma, Blessing of Pharasma, Flame Staff (Core), Blessing of the Spellbound, Druid of the Flame, Life Drain
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.


Ahmotep will start at Vizier's Hill.

Upgrade Brilliance to Coordinated Blast.

Loot: Blessing of Isis (replacing Blessing of Iomedae)

Trader: Twin Serpent Quarterstaff (replacing Explorer's Staff)

Ahmotep wrote:

Hand: Create Mindscape, Pyrotechnic Blast, Sapphire of Intelligence, Staff of Minor Healing, Staffbearer, Blessing of Maat,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Vizier's Hill
Hero Points: 6
Paizo Reroll: 4-4A not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Isis, Armor of the Sands, Ice and Fire, Fire Snake, Anubis Staff, Twin Serpent Quarterstaff, Staff of Dark Flames, Blessing of Abraxas, Blessing of Pharasma, Remove Curse, Cleric of Nethys
Recharged:
Discard Pile:
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


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

The adventure deck number is 2. The scourge die is 1d6.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Additional Rules:

Villain: Linxia:

Villain
Type: Monster
Traits: Hellknight Human
To Defeat: Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

Henchman: Gaunt Cadaver:

Henchman
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Henchman: Crawling Hands:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Henchman: Natron Zombie:

Henchman
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Henchman: Dark Slayer:

Henchman
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Scenario Level (#): 2

Turn: 1, Alahazra/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:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by 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 has the Piercing or Slashing trait, the difficulty is increased by 3.

Spoiler:
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.

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

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

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

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

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.

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

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.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
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.

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.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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

Spoiler:
Acid 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. If the bane has the Construct or Ooze trait, add another 1d6.
After playing this card, if you do not have 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:
Crocodile Skin Shield
MM
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

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 by 5; if proficient with light armors, bury it instead.

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

Spoiler:
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 by 5; if proficient with light armors, bury 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 play another armor.

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

Spoiler:
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.

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

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

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

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

Spoiler:
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.

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

Spoiler:
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.

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 this card instead.

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.
Discard this card to add 2 dice to any 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 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.
Discard this card to add 2 dice to any 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 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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 1 Ahmotep/MauveAvenger
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.
When a spell is played during any check, discard this card to add 2 dice to 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 Zadim/Zalarian:
Spoiler:
Hourglass Card 2 Zadim/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, put them back in any order, then explore your 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Merisiel/Matsu_Kurisu
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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 4 Alahazra/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 Zadim/Zalarian:
Spoiler:
Hourglass Card 6 Zadim/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 7 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Merisiel/Matsu_Kurisu
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 8 Alahazra/Kulko:
Spoiler:
Hourglass Card 8 Alahazra/Kulko
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.
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 Zadim/Zalarian:
Spoiler:
Hourglass Card 10 Zadim/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 11 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Merisiel/Matsu_Kurisu
Silver Crusade Favor
None
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Hourglass Card 12 Alahazra/Kulko:
Spoiler:
Hourglass Card 12 Alahazra/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 deck, 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 13 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 13 Ahmotep/MauveAvenger
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 14 Zadim/Zalarian:
Spoiler:
Hourglass Card 14 Zadim/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 15 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Merisiel/Matsu_Kurisu
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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 16 Alahazra/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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 17 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 17 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 18 Zadim/Zalarian:
Spoiler:
Hourglass Card 18 Zadim/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 19 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Merisiel/Matsu_Kurisu
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 20 Alahazra/Kulko:
Spoiler:
Hourglass Card 20 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 21 Ahmotep/MauveAvenger
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 22 Zadim/Zalarian:
Spoiler:
Hourglass Card 22 Zadim/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, put them back in any order, then explore your 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 23 Merisiel/Matsu_Kurisu
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 deck, 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 24 Alahazra/Kulko:
Spoiler:
Hourglass Card 24 Alahazra/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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 deck, 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 Zadim/Zalarian:
Spoiler:
Hourglass Card 26 Zadim/Zalarian
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.
When a spell is played during any check, discard this card to add 2 dice to 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 27 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 27 Merisiel/Matsu_Kurisu
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 28 Alahazra/Kulko:
Spoiler:
Hourglass Card 28 Alahazra/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 29 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 29 Ahmotep/MauveAvenger
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, None

Sepulcher of the Servant Card 1:
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.
Discard this card to add 2 dice to any 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.
Sepulcher of the Servant Card 2:
Dark Slayer
MM
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.
Sepulcher of the Servant Card 3:
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 by 5; if proficient with light armors, bury it instead.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
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.
Sepulcher of the Servant Card 6:
Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Sepulcher of the Servant Card 7:
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Sepulcher of the Servant Card 8:
Scorpion Whip
MM
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
Sepulcher of the Servant Card 9:
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.
Sepulcher of the Servant Card 10:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

Location #2: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Kulko, None
The Shiny Bauble Card 1:
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; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.
The Shiny Bauble Card 2:
Dark Slayer
MM
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.
The Shiny Bauble Card 3:
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, and must first choose allies to discard as damage, if he has any.
The Shiny Bauble Card 4:
Canteen
MM
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
The Shiny Bauble Card 5:
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 on 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.
The Shiny Bauble Card 6:
Emperor Cobra
MM
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
If the check to defeat has the Cold or Fire trait, add 1d8.
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
The Shiny Bauble Card 7:
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.
The Shiny Bauble Card 8:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; the 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.
The Shiny Bauble Card 9:
Wing of Horus
MM
Item B
Traits:
Trigger
Object
Magic
Horus
To Acquire:
Dexterity
Knowledge
Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
The Shiny Bauble Card 10:
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.

Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, None

Vizier's Hill Card 1:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Vizier's Hill Card 2:
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 you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.
Vizier's Hill Card 3:
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.
Vizier's Hill Card 4:
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, and must first choose allies to discard as damage, if he has any.
Vizier's Hill Card 5:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Vizier's Hill Card 6:
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 second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Vizier's Hill Card 7:
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Vizier's Hill Card 8:
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 undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
Vizier's Hill Card 9:
Linxia
None
Villain 2
Type: Monster
Traits:
Hellknight
Human
To Defeat:
Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand.
After you act, bury all allies in your discard pile.
Vizier's Hill Card 10:
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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Location #4: Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Ghoul Square Card 1:
Natron Zombie
MM
Henchman B
Type: Monster
Traits:
Undead
Mummy
Veteran
To Defeat:
Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number.
After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.
Ghoul Square 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.
Ghoul Square Card 3:
Flaming Spear +1
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Ghoul Square 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 instead of recharging it.
Ghoul Square Card 5:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ghoul Square Card 6:
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 your location is dealt 1d4 Poison damage.
Ghoul Square Card 7:
Shotel
MM
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 for each die you roll. If not proficient with weapons, the difficulty of this check is increased by 4.
Ghoul Square Card 8:
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.
Ghoul Square Card 9:
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.
Ghoul Square Card 10:
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 or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

Location #5: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1:
Ice Elemental
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
Mumia Lab Card 2:
Speak with Dead
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Mumia Lab Card 3:
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Mumia Lab Card 4:
Gaunt Cadaver
MM
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
To Defeat:
Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Mumia Lab 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 by 5; you may succeed at a Craft 9 check to recharge it instead.
Mumia Lab Card 8:
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.
Mumia Lab Card 9:
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.
Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.
Mumia Lab Card 10:
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.

Location #6: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Zadim/Zalarian, None
Glass Pavilion 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 to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Glass Pavilion Card 2:
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Glass Pavilion Card 3:
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.
Glass Pavilion Card 4:
Toxic Cloud
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Glass Pavilion Card 5:
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.
Glass Pavilion 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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.
Glass Pavilion Card 7:
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.
Glass Pavilion 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 your location is dealt 1d4 Poison damage.
Glass Pavilion Card 9:
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
Glass Pavilion Card 10:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Dark Archive

Merisiel / Matsu Kurisu
Scenario: 4-P1: Murder in the Marketplace - Linxia

Card Upgrade
Raccoon (AD3) in, Priest of Abadar out

Banished cards
-

Loot
- Sun Falcon Pectoral: , Sage's Journal out
- Blessing of Maat (AD2) in, Blessing of Erastil out

Trader
- Sunburst Market: Stained Glass Elemental in, Thieves' Tools (Classic) out

Starting Location
- #4: Ghoul Square

Start of Game
Nil

Starting Hand
"

Merisiel wrote:

Hand: Master of Masters, Blessing of Abadar (2), Spyglass, Sergeant-at-arms, Keen Starknife, Keen Rapier,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 6
NOTES:
Available Support: Distant:
Local:
Other[/b
[b]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): Helpful Haversack, Shock Kukri, Blessing of Milani, Cerulean Mastermind, Blessing of Abadar, Raccoon, Magic Chain Shirt, td Stained Glass Elemental, Compass, Masterwork Tools, lt Blessing of Maat, lt Sun Falcon Pectoral
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
- Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | [X] Weapons
POWERS:
You may evade your encounter ([X] and may put the card on top of the deck)
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.
☐ Add 2 to your noncombat check to defeat a barrier (☐ or close a location).
☐ Add 2 (☐ 4) to your check to acquire an item.
☐ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Alahazras Deckhandler

Turn 1: Alahazra
The Hour is Blessing of the Elements

SoT
Examine top Blessing - Blessing of Pharasma - leave that
Stay @ Shiny Bauble
Free Explore

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; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

CtA Int 6: 1d6 ⇒ 3 Banished

recharge BoG to examine top two cards
Dark Slayer (henchman)
Corridor Dart Trap
leave that as is.

Recharge Imp to draw a card - BoSpellbound
Cast Create Mindscape

Discard Riftwarden to explore

Dark Slayer:

MM
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Discard BoSB to bless
ByA Perception 6: 2d8 + 1 + 1d4 ⇒ (2, 1) + 1 + (1) = 5 Failure - discard Fireblade

Cast Ice Strike
CtD Combat 11: 1d10 + 6 + 3d6 + 1d4 ⇒ (3) + 6 + (5, 4, 4) + (4) = 26 Defeated

Trying to close
trying to acquire BoElements

CtA CHA 6: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 Success - Closed

Alahazra ends her turn.

Alahazra attempts to recover all cards in her Recovery pile.
Recharging BoSB for Ice Strike

Ice Strike: Divine 14: 2d10 + 6 ⇒ (7, 3) + 6 = 16 -> Ice Strike recharged.
Create Mindscape: Divine 11: 1d10 + 6 ⇒ (5) + 6 = 11 -> Create Mindscape recharged.

Alahazra resets her hand.

Alahazra wrote:

Hand: Blessing of the Elements, Ruby of Charisma, Find Traps, Blessing of Pharasma, Volcanic Storm, Major Cure, Flame Staff (Core),

Displayed:
Deck: 11 Discard: 3 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Life Drain, Akhentepi's Armor (Loot), Druid of the Flame
Recharged: Blessing of the Gods, Imp, Blessing of the Spellbound (2), Create Mindscape, Ice Strike,
Discard Pile: Riftwarden, Blessing of the Spellbound, Fireblade,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
The Shiny Bauble # 1,2
The Shiny Bauble closed.


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

Turn: Turn 2 - Blessing of Pharasma

Blessing of Pharasma:
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.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

SOT: Must do Strength or Acrobatics check

Strength: 1d8 + 1 ⇒ (2) + 1 = 3

Recharge Sapphire of Intelligence to add 2 -> 5. Success!

Move: Stay at Vizier's Hill

Display Create Mindscape at Vizier's Hill

Explore: Bonecrusher Hunter

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

For combat, banish Pyrotechnic Blast to do Arcane+2d4. Create Mindscape adds 1d4

Combat 9+2=11: 1d10 + 4 + 2d4 + 1d4 ⇒ (1) + 4 + (1, 3) + (3) = 12

Defeated!

End Turn: Reset Hand.

Recovery:

-Pyrotechnic Blast: Arcane 8: 1d10 + 4 ⇒ (4) + 4 = 8

[u]Summary[/u]:
Move: Vizier's Hill
Acquired: N/a
Banished: Vizier's Hill Card 1: Bonecrusher Hunter
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: Fire Snake, Ice and Fire, Armor of the Sands, Staff of Minor Healing, Staffbearer, Blessing of Maat,

Displayed: Create Mindscape, (Vizier's Hill),
Deck: 11 Discard: 1 Buried: 0
Current Location: Vizier's Hill
Hero Points: 6
Paizo Reroll: 4-4A not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Remove Curse, Twin Serpent Quarterstaff, Blessing of Isis, Blessing of Abraxas, Cleric of Nethys, Anubis Staff, Staff of Dark Flames
Recharged: Pyrotechnic Blast,
Discard Pile: Sapphire of Intelligence,
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


Out of Turn Updates: None

Turn - Hour: 3 - Hourglass Card 2 Zadim/Zalarian Blessing of Nethys
Hour Rules: None
SOT: Examine top card - cure
Give Card: None
Move: Glass Pavilion -> Mumia Lab
Location Powers: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
Explore: Mumia Lab Card 1: Ice Elemental

Ice Elemental:

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

Constitution Check DC 7: 1d8 + 0 ⇒ (8) + 0 = 8 Success
Will reveal short sword to use stealth +1d6 and recharge it to add stealth
Combat Stealth Check DC 12: 1d8 + 4 + 1d8 + 4 ⇒ (7) + 4 + (2) + 4 = 17 Success

Will discard prayer to examine and explore...
Explore: Mumia Lab Card 2: Speak with Dead

Speak with Dead:

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

Wisdom Check DC 4: 1d6 + 0 ⇒ (2) + 0 = 2 No Success

Zadim ends their turn and recharges sword cane to move back to glass pavilion.

Zadim attempts to recover all cards in their Recovery pile.

Zadim resets their hand.

"

Zadim wrote:

Hand: Snakebite Dagger, Rapier, The Carnival, Incitation, Slick Leather, Belt of Physical Prowess,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
Reroll last used: 41E
NOTES:
Available Support: Blessings are available for use.
Other: Loot Desires: Weapon 2, Blessing 1, TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider Venom, Scorpion Whip, Spider, Orison, Ubashki, Armored Coat, Leech
Recharged: Shortsword, Sword Cane,
Discard Pile: Prayer,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Stealth: Dex +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location deck.
You may recharge a card to add your Intelligence skill (□+2) to your check that invokes the Poison (□ or Acid or Undead) trait.
You may discard (☑ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.


"

[u]Summary[/u]
Current Location: Glass Pavilion
Acquired: None
Banished: Mumia Lab Card 1: Ice Elemental
Mumia Lab Card 2: Speak with Dead

Examined: Glass Pavilion Card 1: Cure
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


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

The adventure deck number is 2. The scourge die is 1d6.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Additional Rules:

Villain: Linxia:

Villain
Type: Monster
Traits: Hellknight Human
To Defeat: Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

Henchman: Gaunt Cadaver:

Henchman
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Henchman: Crawling Hands:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Henchman: Natron Zombie:

Henchman
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Henchman: Dark Slayer:

Henchman
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Scenario Level (#): 2

Turn: 4, Merisiel/Matsu_Kurisu

Scourge Table:

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

Random Cards:

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

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

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

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

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

Barriers
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:
The Second Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then 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:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.

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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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:
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 proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

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 2d6 and that item's traits to a combat check by a character at another location.

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

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

Spoiler:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use 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:
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, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

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

Armors
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 it instead.

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

Spoiler:
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.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
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, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.

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 armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Items
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 put them back in any order; otherwise, shuffle your location deck.

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:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

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

Spoiler:
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.

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

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

Spoiler:
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.

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

Spoiler:
Pahmet Clansman
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 this card instead.

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 deck, 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 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, put them back in any order, then explore your 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 deck, 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.

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 deck, 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: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 Zadim/Zalarian:
Spoiler:
Hourglass Card 3 Zadim/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
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 Alahazra/Kulko:
Spoiler:
Hourglass Card 5 Alahazra/Kulko
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.
Hourglass Card 6 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 6 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 7 Zadim/Zalarian:
Spoiler:
Hourglass Card 7 Zadim/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 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Merisiel/Matsu_Kurisu
Silver Crusade Favor
None
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Hourglass Card 9 Alahazra/Kulko:
Spoiler:
Hourglass Card 9 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 10 Ahmotep/MauveAvenger
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 11 Zadim/Zalarian:
Spoiler:
Hourglass Card 11 Zadim/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 12 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Merisiel/Matsu_Kurisu
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 deck, 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 13 Alahazra/Kulko:
Spoiler:
Hourglass Card 13 Alahazra/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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 14 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 14 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 15 Zadim/Zalarian:
Spoiler:
Hourglass Card 15 Zadim/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 16 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Merisiel/Matsu_Kurisu
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 17 Alahazra/Kulko:
Spoiler:
Hourglass Card 17 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 18 Ahmotep/MauveAvenger
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 19 Zadim/Zalarian:
Spoiler:
Hourglass Card 19 Zadim/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, put them back in any order, then explore your 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Merisiel/Matsu_Kurisu
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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 21 Alahazra/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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 22 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 22 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 deck, 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 23 Zadim/Zalarian:
Spoiler:
Hourglass Card 23 Zadim/Zalarian
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.
When a spell is played during any check, discard this card to add 2 dice to 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 Merisiel/Matsu_Kurisu
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 25 Alahazra/Kulko:
Spoiler:
Hourglass Card 25 Alahazra/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 26 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 26 Ahmotep/MauveAvenger
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Sepulcher of the Servant Card 1:
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.
Discard this card to add 2 dice to any 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.
Sepulcher of the Servant Card 2:
Dark Slayer
MM
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.
Sepulcher of the Servant Card 3:
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 by 5; if proficient with light armors, bury it instead.
Sepulcher of the Servant Card 4:
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.
Sepulcher of the Servant Card 5:
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.
Sepulcher of the Servant Card 6:
Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Sepulcher of the Servant Card 7:
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Sepulcher of the Servant Card 8:
Scorpion Whip
MM
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
Sepulcher of the Servant Card 9:
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.
Sepulcher of the Servant Card 10:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

Location #2: The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Kulko, None

Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, None

Vizier's Hill Card 1:
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 you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.
Vizier's Hill Card 2:
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.
Vizier's Hill Card 3:
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, and must first choose allies to discard as damage, if he has any.
Vizier's Hill Card 4:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Vizier's Hill Card 5:
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 second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Vizier's Hill Card 6:
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Vizier's Hill 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 undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
Vizier's Hill Card 8:
Linxia
None
Villain 2
Type: Monster
Traits:
Hellknight
Human
To Defeat:
Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand.
After you act, bury all allies in your discard pile.
Vizier's Hill Card 9:
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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Location #4: Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, None
Ghoul Square Card 1:
Natron Zombie
MM
Henchman B
Type: Monster
Traits:
Undead
Mummy
Veteran
To Defeat:
Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number.
After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.
Ghoul Square 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.
Ghoul Square Card 3:
Flaming Spear +1
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Ghoul Square 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 instead of recharging it.
Ghoul Square Card 5:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ghoul Square Card 6:
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 your location is dealt 1d4 Poison damage.
Ghoul Square Card 7:
Shotel
MM
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 for each die you roll. If not proficient with weapons, the difficulty of this check is increased by 4.
Ghoul Square Card 8:
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.
Ghoul Square Card 9:
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.
Ghoul Square Card 10:
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 or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

Location #5: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1:
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Mumia Lab Card 2:
Gaunt Cadaver
MM
Henchman 2
Type: Monster
Traits:
Undead
Ghoul
To Defeat:
Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Mumia Lab Card 3:
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.
Mumia Lab Card 4:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Mumia Lab Card 5:
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 by 5; you may succeed at a Craft 9 check to recharge it instead.
Mumia Lab Card 6:
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.
Mumia Lab Card 7:
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.
Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.
Mumia Lab Card 8:
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.

Location #6: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Zadim/Zalarian, None
Glass Pavilion 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 to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Glass Pavilion Card 2:
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Glass Pavilion Card 3:
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.
Glass Pavilion Card 4:
Toxic Cloud
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Glass Pavilion Card 5:
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.
Glass Pavilion 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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.
Glass Pavilion Card 7:
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.
Glass Pavilion 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 your location is dealt 1d4 Poison damage.
Glass Pavilion Card 9:
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
Glass Pavilion Card 10:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.


Alahazras Deckhandler

Corrected Turn for Start of first Turn effect
STR 5: 1d6 ⇒ 3 Failure

Need to adapt my turn slightly:
Discard BotG @ Start of turn check
Move to a random location a
Move back to Shiny bauble in my move step
Recharge BoSB for examine
No Blessing available for recovery ice strike so that fails.

On Amhoteps turn cast major Cure
1d4 + 2 ⇒ (4) + 2 = 6 All cards healed

Recovery Cure DC 11: 1d10 + 6 ⇒ (4) + 6 = 10 Discarded

Alahazra wrote:

Hand: Blessing of the Elements, Ruby of Charisma, Find Traps, Blessing of Pharasma, Volcanic Storm, Flame Staff (Core),

Displayed:
Deck: 14 Discard: 1 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Imp, Blessing of Abadar, Ice Strike, Riftwarden, Create Mindscape, Blessing of the Spellbound (2), Blessing of the Spellbound, Life Drain, Akhentepi's Armor (Loot), Druid of the Flame
Recharged:
Discard Pile: Major Cure,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Dark Archive

Turn Order Merisiel, Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian

Out of turn updates

Hour = 4 Merisiel/MatsuKurisu: Blessing of the Ancients

Start of Turn
At: #4: Ghoul Square

Scenario SoT Acrobatics 5: 1d12 + 2 + 2 ⇒ (12) + 2 + 2 = 16

Give: No
Move: No

At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.

Discard Spyglass, examine 2 and rearrange
1: Natron Zombie, Henchman B
2: Fire Hydra, Monster B

Free explore = 1: Natron Zombie, Henchman B: Combat 14(12+2)

Spoiler:
Type: Monster
Traits:
Undead
Mummy
Veteran
To Defeat:
Combat 12
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number.
After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Reveal & reload Keen Rapier (4s are 6) 1d12+2+2+1d6+1+1d4, Backstab.recharge(Keen Starknife) +1d6
Combat 14: 1d12 + 2 + 2 + 1d6 + 1 + 1d4 + 1d6 ⇒ (11) + 2 + 2 + (1) + 1 + (3) + (3) = 23 Defeated
AYA Bury from discard(Spyglass)

Closing Location #4: Ghoul Square.When Closing: Bury an ally(Sergeant-at-arms) - CLOSED

End of Turn

Recovery

Reset
Discard
Draw Keen Rapier, Cerulean Mastermind, Helpful Haversack, Blessing of Milani

Summary
Location = #4: Ghoul Square - CLOSED
Acquired =
Banished = 1: Natron Zombie
Examined = 2: Fire Hydra,
Added =

Displayed =

From Box =

Give =
Used =

Other =
"

Merisiel wrote:

Hand: Master of Masters, Blessing of Abadar (2), Keen Rapier, Cerulean Mastermind, Helpful Haversack, Blessing of Milani,

Displayed:
Deck: 10 Discard: 0 Buried: 2
Hero Points: 6
NOTES:
Available Support: Distant: Blessing available
Local:
Other[/b
[b]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): lt Sun Falcon Pectoral, Compass, td Stained Glass Elemental, Blessing of Abadar, Shock Kukri, Raccoon, Magic Chain Shirt, lt Blessing of Maat, Masterwork Tools
Recharged: Keen Starknife,
Discard Pile:
Buried Pile: Spyglass, Sergeant-at-arms,

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 | [X] Weapons
POWERS:
You may evade your encounter ([X] and may put the card on top of the deck)
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.
☐ Add 2 to your noncombat check to defeat a barrier (☐ or close a location).
☐ Add 2 (☐ 4) to your check to acquire an item.
☐ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Alahazras Deckhandler

Turn 5: Alahazra
The Hour is Blessing of Thoth

SoT
Move to Sepulcher of the Servant
recharge BoEl to examine top two cards
Blessing of RA
Dark Slayer
Free explore

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.
Discard this card to add 2 dice to any 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.

CtA Divine 6: 1d10 + 6 ⇒ (10) + 6 = 16 Aquired Discard to explore
Dark Slayer:

MM
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Recharge Ruby of Cha die to roll CHA instead
ByA Int 6: 1d10 ⇒ 3 Failure Discard Bo Pharasma
Reveal Flame Staff
CtD Combat 11: 1d10 + 6 + 1d4 + 1d8 ⇒ (4) + 6 + (4) + (7) = 21 Defeated

Trying to close suffer curse of Withering
Discard volcanic Storm to banish Curse, draw curse to hand

End of turn
reset Hand

Alahazra wrote:

Hand: Curse of Withering, Akhentepi's Armor (Loot), Find Traps, Blessing of the Spellbound (2), Blessing of the Spellbound, Druid of the Flame, Flame Staff (Core),

Displayed:
Deck: 13 Discard: 4 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ice Strike, Imp, Riftwarden, Blessing of Abadar, Fireblade, Blessing of the Gods, Life Drain, Create Mindscape
Recharged: Blessing of the Elements, Ruby of Charisma,
Discard Pile: Major Cure, Blessing of Pharasma, Blessing of Ra, Volcanic Storm,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.


Turn Order: Alahazra, Ahmotep, Zadim, Merisiel
Out of Turn Updates: N/a

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 Vizier's Hill

Explore: Kopis

Kopis:
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 you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Dexterity 5: 1d6 ⇒ 1

Not acquired. Discard Staffbearer to explore again.

Explore 2: Blessing of Abadar

Blessing of Abadar:
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.

Difficulty increase: 1d6 ⇒ 1

Dexterity 6+1=7: 1d6 ⇒ 4

End Turn: Reset Hand.

Recovery:

[u]Summary[/u]:
Move: Vizier's Hill
Acquired: N/a
Banished: Vizier's Hill Card 1,2: Kopis, Blessing of Abadar
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: Fire Snake, Ice and Fire, Armor of the Sands, Staff of Minor Healing, Blessing of Pharasma, Blessing of Maat,

Displayed: Create Mindscape, (Vizier's Hill),
Deck: 10 Discard: 2 Buried: 0
Current Location: Vizier's Hill
Hero Points: 6
Paizo Reroll: 4-4A not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Twin Serpent Quarterstaff, Blessing of Abraxas, Staff of Dark Flames, Anubis Staff, Remove Curse, Cleric of Nethys, Blessing of Isis
Recharged: Pyrotechnic Blast,
Discard Pile: Sapphire of Intelligence, Staffbearer,
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


Out of Turn Updates: None

Turn - Hour: 7 - Hourglass Card 3 Zadim/Zalarian Blessing of Thoth
Hour Rules: None
SOT: examine top card..cure again
Give Card: None
Move: Stay at Glasswork Pavilion
Location Powers: None
Glass Pavilion Card 1: Cure

Cure:

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

Wisdom Check DC 6: 1d6 + 0 ⇒ (5) + 0 = 5 No Success

Will display slick leather and discard incitation to explore
Explore: Glass Pavilion Card 2: Blessing of Wadjet

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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Intelligence Check DC 7: 1d8 + 0 ⇒ (1) + 0 = 1 No Success

Zadim ends their turn.

Zadim attempts to recover all cards in their Recovery pile.

Zadim resets their hand.

"

Zadim wrote:

Hand: Snakebite Dagger, Rapier, Belt of Physical Prowess, The Carnival, Spider, Orison,

Displayed: Slick Leather,
Deck: 7 Discard: 2 Buried: 0
Hero Points: 0
Reroll last used: 41E
NOTES:
Available Support: Blessings are available for use.
Other: Loot Desires: Weapon 2, Blessing 1, TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Armored Coat, Spider Venom, Leech, Scorpion Whip, Ubashki
Recharged: Shortsword, Sword Cane,
Discard Pile: Prayer, Incitation,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Stealth: Dex +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location deck.
You may recharge a card to add your Intelligence skill (□+2) to your check that invokes the Poison (□ or Acid or Undead) trait.
You may discard (☑ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.


"

[u]Summary[/u]
Current Location: Glass Pavilion
Acquired: None
Banished: Glass Pavilion Card 1: Cure
Glass Pavilion Card 2: Blessing of Wadjet

Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Dark Archive

Turn Order Merisiel, Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian

Out of turn updates

Hour = 4 Merisiel/MatsuKurisu: Blessing of the Elements

Start of Turn
At: #4: Ghoul Square

Scenario SoT Acrobatics 5: 1d12 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Reveal Helpful Haversack, examine and reload top card of deck(Raccoon)

Give: No
Move: #5: Mumia Lab

At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

Free explore = 1: Alchemist's Kit, Item B: Intelligence 6

Spoiler:
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

1d4 says nope

Discard Blessing of Milani explore = 2: Gaunt Cadaver, Henchman 2: Combat 13

Spoiler:
Type: Monster
Traits:
Undead
Ghoul
To Defeat:
Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

BYA 1 Poison damage(Helpful Haversack)

Reveal Keen Rapier (4s are 6) 1d12+2+2+1d6+1, Backstab.recharge(Blessing of Abadar (2)) +1d6
Combat 13: 1d12 + 2 + 2 + 1d6 + 1 + 1d6 ⇒ (10) + 2 + 2 + (2) + 1 + (6) = 23 Defeated
AYA suffer the scourge Curse of Withering

Closing Location #5: Mumia Lab.When Closing: Summon and defeat the henchman Crawling Hands.
Crawling Hands: Henchman: Combat 13

Spoiler:
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Reveal & reload Keen Rapier (4s are 6) 1d12+2+2+1d6+1+1d4, Backstab.recharge(Cerulean Mastermind) +1d6, discard Master of Masters +2d12
Curse of Withering: 1d12s change to 1d10s
Combat 13/17: 1d10 + 2 + 2 + 1d6 + 1 + 1d4 + 1d6 + 2d10 ⇒ (6) + 2 + 2 + (6) + 1 + (3) + (3) + (2, 9) = 34 Defeated. Location CLOSED

End of Turn

Recovery

Reset
Discard
Draw Keen Rapier, Raccoon, Blessing of Abadar, Compass, Magic Chain Shirt, td Stained Glass Elemental

Summary
Location = #5: Mumia Lab - CLOSED
Acquired =
Banished = 1: Alchemist's Kit, 2: Gaunt Cadaver
Examined =
Added =

Displayed =

From Box =

Give =
Used =

Other =

"

Merisiel wrote:

Hand: Keen Rapier, Raccoon, Blessing of Abadar, Compass, Magic Chain Shirt, td Stained Glass Elemental,

Displayed:
Deck: 7 Discard: 3 Buried: 2
Hero Points: 6 // Merisiel has the following scourges marked:
Curse of Withering:
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.


NOTES:
Available Support: Distant: Blessing available
Local:
Other[/b
[b]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): Shock Kukri, lt Sun Falcon Pectoral, Masterwork Tools, lt Blessing of Maat
Recharged: Keen Starknife, Blessing of Abadar (2), Cerulean Mastermind,
Discard Pile: Blessing of Milani, Helpful Haversack, Master of Masters,
Buried Pile: Spyglass, Sergeant-at-arms,

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 | [X] Weapons
POWERS:
You may evade your encounter ([X] and may put the card on top of the deck)
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.
☐ Add 2 to your noncombat check to defeat a barrier (☐ or close a location).
☐ Add 2 (☐ 4) to your check to acquire an item.
☐ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Alahazras Deckhandler

Turn 10: Alahazra
The Hour is Blessing of Bastet

SoT
Move to Mumia Lab
Free Explore

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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

CtA Int 6: 1d6 ⇒ 4 Failure

Recharge BoSpellbound to examine top 2 card
Henchman,
Acid Flask

No need to waste a blessing since there are two fights coming up I will reset.

End of turn
reset Hand

Alahazra wrote:

Hand: Curse of Withering, Akhentepi's Armor (Loot), Find Traps, Blessing of the Spellbound (2), Life Drain, Druid of the Flame, Flame Staff (Core),

Displayed:
Deck: 13 Discard: 4 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fireblade, Create Mindscape, Riftwarden, Blessing of Abadar, Blessing of the Gods, Imp, Ice Strike
Recharged: Blessing of the Elements, Ruby of Charisma, Blessing of the Spellbound,
Discard Pile: Major Cure, Blessing of Pharasma, Blessing of Ra, Volcanic Storm,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.


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

The adventure deck number is 2. The scourge die is 1d6.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Additional Rules:

Villain: Linxia:

Villain
Type: Monster
Traits: Hellknight Human
To Defeat: Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

Henchman: Gaunt Cadaver:

Henchman
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Henchman: Crawling Hands:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Henchman: Natron Zombie:

Henchman
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Henchman: Dark Slayer:

Henchman
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Scenario Level (#): 2

Turn: 9, Alahazra/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:
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.

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

Spoiler:
Death Hound
MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
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.
After you act, succeed at a Constitution or Fortitude 8 check or discard a card.

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 the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

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

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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.

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; bury any cards you would discard as damage.

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

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:
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:
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 you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

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

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 use 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.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

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; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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 to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spoiler:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Armors
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 by 5; if proficient with light armors, bury it instead.

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

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

Spoiler:
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.
If proficient with light armors, you may recharge this card when you reset your hand.

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 a random card from his discard pile.

Spoiler:
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

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

Spoiler:
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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:
Tarworks Master
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

Spoiler:
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.

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 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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

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.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Ancients
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 deck, 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.

Current Hour:

Blessing of Bastet:
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 1 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 2 Zadim/Zalarian:
Spoiler:
Hourglass Card 2 Zadim/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 3 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 Merisiel/Matsu_Kurisu
Silver Crusade Favor
None
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Hourglass Card 4 Alahazra/Kulko:
Spoiler:
Hourglass Card 4 Alahazra/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 deck, 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 5 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 5 Ahmotep/MauveAvenger
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 6 Zadim/Zalarian:
Spoiler:
Hourglass Card 6 Zadim/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 7 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Merisiel/Matsu_Kurisu
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 deck, 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 8 Alahazra/Kulko:
Spoiler:
Hourglass Card 8 Alahazra/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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 9 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 9 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 10 Zadim/Zalarian:
Spoiler:
Hourglass Card 10 Zadim/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 11 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 Merisiel/Matsu_Kurisu
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 12 Alahazra/Kulko:
Spoiler:
Hourglass Card 12 Alahazra/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 deck, 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 13 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 13 Ahmotep/MauveAvenger
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 14 Zadim/Zalarian:
Spoiler:
Hourglass Card 14 Zadim/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, put them back in any order, then explore your 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 15 Merisiel/Matsu_Kurisu
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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 16 Alahazra/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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 deck, 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 Zadim/Zalarian:
Spoiler:
Hourglass Card 18 Zadim/Zalarian
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.
When a spell is played during any check, discard this card to add 2 dice to 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 19 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 19 Merisiel/Matsu_Kurisu
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 20 Alahazra/Kulko:
Spoiler:
Hourglass Card 20 Alahazra/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 21 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 21 Ahmotep/MauveAvenger
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Sepulcher of the Servant
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Kulko, None

Location #2: The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, None

Vizier's Hill Card 1:
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, and must first choose allies to discard as damage, if he has any.
Vizier's Hill Card 2:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Vizier's Hill Card 3:
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 second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Vizier's Hill Card 4:
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Vizier's Hill Card 5:
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 undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
Vizier's Hill Card 6:
Linxia
None
Villain 2
Type: Monster
Traits:
Hellknight
Human
To Defeat:
Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand.
After you act, bury all allies in your discard pile.
Vizier's Hill Card 7:
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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Location #4: Ghoul Square
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Mumia Lab
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/Matsu_Kurisu, None

Location #6: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Zadim/Zalarian, None

Glass Pavilion Card 1:
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.
Glass Pavilion Card 2:
Toxic Cloud
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Glass Pavilion Card 3:
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.
Glass Pavilion Card 4:
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.
Glass Pavilion Card 5:
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.
Glass Pavilion Card 6:
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 your location is dealt 1d4 Poison damage.
Glass Pavilion Card 7:
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
Glass Pavilion Card 8:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.


Alahazras Deckhandler

Turn 10: Alahazra
The Hour is Blessing of Bastet

SoT
Move to Glass Pavillon
Free explore

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.

Reveal Flame Staff
CtD Comnbat 9: 1d10 + 6 + 1d4 + 1d8 ⇒ (2) + 6 + (3) + (6) = 17 Defeated

discard BoSpellBound to explore

Toxic Cloud:

MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.

CtA Int8: 1d6 ⇒ 5 Banished

End of turn
reset Hand

Alahazra wrote:

Hand: Curse of Withering, Akhentepi's Armor (Loot), Find Traps, Blessing of the Spellbound (2), Blessing of Abadar, Druid of the Flame, Flame Staff (Core),

Displayed:
Deck: 12 Discard: 5 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Life Drain, Blessing of the Gods, Riftwarden, Imp, Fireblade, Create Mindscape, Ice Strike
Recharged: Blessing of the Elements, Ruby of Charisma,
Discard Pile: Major Cure, Blessing of Pharasma, Blessing of Ra, Volcanic Storm, Blessing of the Spellbound,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Glass Pavillon #1,2 Banished


Turn Order: Alahazra, Ahmotep, Zadim, Merisiel
Out of Turn Updates: N/a

Turn: Turn 10 - 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 Vizier's Hill

Explore: 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, and must first choose allies to discard as damage, if he has any.

Banish Fire Snake to Recovery to roll Arcane instead. Create Mindscape adds 1d4

Arcane 6+2+2=10: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12

Defeated

End Turn: Reset Hand.

Recovery:

-Fire Snake: Arcane 8: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9

[u]Summary[/u]:
Move: Vizier's Hill
Acquired: N/a
Banished: Vizier's Hill Card 1: 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: Ice and Fire, Armor of the Sands, Staff of Minor Healing, Cleric of Nethys, Blessing of Pharasma, Blessing of Maat,

Displayed: Create Mindscape, (Vizier's Hill),
Deck: 10 Discard: 2 Buried: 0
Current Location: Vizier's Hill
Hero Points: 6
Paizo Reroll: 4-4A not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abraxas, Staff of Dark Flames, Blessing of Isis, Twin Serpent Quarterstaff, Anubis Staff, Remove Curse
Recharged: Pyrotechnic Blast, Fire Snake,
Discard Pile: Sapphire of Intelligence, Staffbearer,
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


Out of Turn Updates: None

Turn - Hour: 11 - Hourglass Card 2 Zadim/Zalarian Blessing of Abadar
Hour Rules: None
SOT: Examine top card of location - Ghost Scorpion - trigger
Encounter: Glass Pavilion Card 3: Ghost Scorpion

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.

bury armor for 1 poison
Reveal Snakebite dagger adds d8 since animal and reveal belt
Stealth Check DC 9: 1d8 + 4 + 1d4 + 1 + 1d8 + 1 ⇒ (4) + 4 + (2) + 1 + (3) + 1 = 15 auto Success

Give Card: None
Move: Stay at Glass Pavilion
Explore: Glass Pavilion Card 4: Blessing of Bastet

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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

Stealth Check DC 8: 1d8 + 4 ⇒ (3) + 4 = 7 No Success

Discard Spider to explore
Random Roll: 1d6 ⇒ 1
Explore: Glass Pavilion Card 5: Ring of the Godless

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.

Wisdom Check DC 5+1=6: 1d6 + 0 ⇒ (3) + 0 = 3 No Success

Will discard orison to explore
Explore: Glass Pavilion Card 6: Poison Blade Trap

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 your location is dealt 1d4 Poison damage.

Acrobatics Check DC 5: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Auto Success

"

Zadim wrote:

Hand: Snakebite Dagger, Rapier, Belt of Physical Prowess, The Carnival, Spider Venom, Scorpion Whip,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Hero Points: 0
Reroll last used: 41E
NOTES:
Available Support: Blessings are available for use.
Other: Loot Desires: Weapon 2, Blessing 1, TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Leech, Ubashki, Armored Coat
Recharged: Shortsword, Sword Cane,
Discard Pile: Prayer, Incitation, Spider, Orison,
Buried Pile: Slick Leather,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Stealth: Dex +2
Constitution d8 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1

Favored Card: Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapons, Poison
POWERS:
You may recharge a card to examine the top card of your location deck.
You may recharge a card to add your Intelligence skill (□+2) to your check that invokes the Poison (□ or Acid or Undead) trait.
You may discard (☑ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location.


"

Zadim ends their turn and resets their hand.

[u]Summary[/u]
Current Location: Glass Pavilion
Acquired: None
Banished: Glass Pavilion Card 3: Ghost Scorpion
Glass Pavilion Card 4: Blessing of Bastet
Glass Pavilion Card 5: Ring of the Godless
Glass Pavilion Card 6: Poison Blade Trap

Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


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

The adventure deck number is 2. The scourge die is 1d6.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: At the start of the first turn of the scenario, each character must succeed at a Strength or Acrobatics 5 check or discard 1 card and move to a random location.

When you discard an ally to explore your location, during that exploration, the difficulty of all checks is increased by 1d6.

When you defeat the henchman Crawling Hands, Dark Slayer, Gaunt Cadaver, or Natron Zombie, you may attempt to close the location it came from.

If you succeed at a check to defeat a villain by less than 6, you may draw an ally and a blessing from the box.

Additional Rules:

Villain: Linxia:

Villain
Type: Monster
Traits: Hellknight Human
To Defeat: Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand. After you act, bury all allies in your discard pile.

Henchman: Gaunt Cadaver:

Henchman
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.

Henchman: Crawling Hands:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Henchman: Natron Zombie:

Henchman
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits. The difficulty to defeat the Natron Zombie is increased by the scenario's adventure deck number. After you act, if your check to defeat does not have the Electricity trait, bury a random card from your discard pile.

Henchman: Dark Slayer:

Henchman
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Scenario Level (#): 2

Turn: 12, Merisiel/Matsu_Kurisu

Scourge Table:

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

Random Cards:

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

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat 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 has the Piercing or Slashing trait, the difficulty is increased by 3.

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:
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 your location is dealt 1d4 Poison damage.

Spoiler:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

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

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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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:
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:
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 this check, you may discard this card to reroll the dice; take the new result.

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.
On your combat check, if you played another weapon, discard this card to add 1d4.

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 2d6 and that item's traits to a combat check by a character at another location.

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

Spells
Spoiler:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 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:
Speak with Dead
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Disable Mechanism
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

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 by 5; 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 instead of recharging it.

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 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.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

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

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

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 invokes the Acid trait.

Spoiler:
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.

Allies
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:
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 this card instead.

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

Spoiler:
Unwrapped Harmony
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.

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 power on that card that happens when you examine it; shuffle it into its deck.
Discard this card to explore your location.

Blessings
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Bastet
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.

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.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Ancients
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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Current Hour:

Silver Crusade Favor:
Silver Crusade Favor
None
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 Ahmotep/MauveAvenger
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 3 Zadim/Zalarian:
Spoiler:
Hourglass Card 3 Zadim/Zalarian
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 4 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
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 deck, 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 5 Alahazra/Kulko:
Spoiler:
Hourglass Card 5 Alahazra/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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 6 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 6 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 7 Zadim/Zalarian:
Spoiler:
Hourglass Card 7 Zadim/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Merisiel/Matsu_Kurisu
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 9 Alahazra/Kulko:
Spoiler:
Hourglass Card 9 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 10 Ahmotep/MauveAvenger
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 11 Zadim/Zalarian:
Spoiler:
Hourglass Card 11 Zadim/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, put them back in any order, then explore your 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/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Merisiel/Matsu_Kurisu
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 deck, 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 13 Alahazra/Kulko:
Spoiler:
Hourglass Card 13 Alahazra/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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
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 deck, 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 Zadim/Zalarian:
Spoiler:
Hourglass Card 15 Zadim/Zalarian
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.
When a spell is played during any check, discard this card to add 2 dice to 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 16 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Merisiel/Matsu_Kurisu
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 17 Alahazra/Kulko:
Spoiler:
Hourglass Card 17 Alahazra/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 18 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 18 Ahmotep/MauveAvenger
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Sepulcher of the Servant
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: The Shiny Bauble
Closed
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, None

Vizier's Hill Card 1:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Vizier's Hill Card 2:
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 second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Vizier's Hill Card 3:
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Vizier's Hill Card 4:
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 undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
Vizier's Hill Card 5:
Linxia
None
Villain 2
Type: Monster
Traits:
Hellknight
Human
To Defeat:
Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand.
After you act, bury all allies in your discard pile.
Vizier's Hill Card 6:
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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Location #4: Ghoul Square
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Mumia Lab
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/Matsu_Kurisu, None

Location #6: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Kulko, Zadim/Zalarian, None

Glass Pavilion Card 1:
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
Glass Pavilion Card 2:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Dark Archive

Turn Order Merisiel, Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian

Out of turn updates
Display Magic Chain Shirt

Hour = 12 Merisiel/MatsuKurisu: Silver Crusade Favor - each character may recharge a card from his discard pile or a random card from his buried cards.
Merisiel recharges Master of Masters

Start of Turn
At: #5: Mumia Lab

Scenario SoT Acrobatics 5: 1d12 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Success

Give: No
Move: #3: Vizier's Hill

At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

Free explore = 1: Ghoul, Monster 1: Combat 11

Spoiler:
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Reveal Keen Rapier (4s are 6) 1d12+2+2+1d6+1
Curse of Withering: 1d12s change to 1d10s
Combat 11: 1d10 + 2 + 2 + 1d6 + 1 ⇒ (8) + 2 + 2 + (4) + 1 = 17 +2 = 19 BANISHED

Discard Compass explore = 2: Collapsing Scaffolding, Barrier B: Perception 4 THEN Acrobatics 7

Spoiler:
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 second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

Perception 1d6+1+2
Curse of Withering: 1d6s change to 1d4s
#1 Perception 4: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 Success

Acrobatics 1d12+3+2
Curse of Withering: 1d12s change to 1d10s
#2 Acrobatics 7: 1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13 Success. > CHeck 1 Banished, no damage

End of Turn

Recovery

Reset
Discard
Draw lt Sun Falcon Pectoral, Masterwork Tools

Summary
Location = #3: Vizier's Hill
Acquired =
Banished = 1: Ghoul, 2: Collapsing Scaffolding
Examined =
Added =

Displayed =

From Box =

Give =
Used =

Other = each character may recharge a card from his discard pile or a random card from his buried cards.

"

Merisiel wrote:

Hand: Keen Rapier, Raccoon, td Stained Glass Elemental, Blessing of Abadar, lt Sun Falcon Pectoral, Masterwork Tools,

Displayed: Magic Chain Shirt,
Deck: 6 Discard: 3 Buried: 2
Hero Points: 6 // Merisiel has the following scourges marked:
Curse of Withering:
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.


NOTES:
Available Support: Distant: Blessing available
Local:
Other[/b
[b]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): lt Blessing of Maat, Shock Kukri
Recharged: Keen Starknife, Blessing of Abadar (2), Cerulean Mastermind, Master of Masters,
Discard Pile: Blessing of Milani, Helpful Haversack, Compass,
Buried Pile: Spyglass, Sergeant-at-arms,

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 | [X] Weapons
POWERS:
You may evade your encounter ([X] and may put the card on top of the deck)
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.
☐ Add 2 to your noncombat check to defeat a barrier (☐ or close a location).
☐ Add 2 (☐ 4) to your check to acquire an item.
☐ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Alahazras Deckhandler

During Merisiels Turn
Recharge Cure from discard

Turn 19:
The Hour is Blessing of the Ancients

SoT
Examine top card of location - Crawling Hands
Stay @ Pavillon
Free Explore

Crawling Hands:

MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

Reveal Flame Staff
Discard BoAbadar to Bless

CtD Combat 13/17: 2d10 + 6 + 1d4 + 1d8 ⇒ (6, 4) + 6 + (4) + (8) = 28 Defeated, Banished

Trying to close, banish Curse to add 1d4
CtC Divine 5+3=8: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15 Success Closed

End of turn
reset Hand

Alahazra wrote:

Hand: Life Drain, Akhentepi's Armor (Loot), Find Traps, Blessing of the Spellbound (2), Fireblade, Ice Strike, Flame Staff (Core),

Displayed:
Deck: 10 Discard: 5 Buried: 0
Hero Points: 2
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Create Mindscape, Riftwarden, Imp, Druid of the Flame, Blessing of the Gods
Recharged: Blessing of the Elements, Ruby of Charisma, Major Cure,
Discard Pile: Blessing of Pharasma, Blessing of Ra, Volcanic Storm, Blessing of the Spellbound, Blessing of Abadar,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.


Will recharge random buried card..only 1..Slick Leather


Turn Order: Alahazra, Ahmotep, Zadim, Merisiel
Out of Turn Updates: Due to Silver Crusade Fortune, recharge the discarded Staffbearer

Turn: Turn 14 - Blessing of Thoth

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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

SOT: N/a

Move: Stay at Vizier's Hill

Explore: Fire Kukri +1

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

Melee 6: 1d8 + 3 ⇒ (1) + 3 = 4

End Turn: Reset Hand.

Recovery: N/a

[u]Summary[/u]:
Move: Vizier's Hill
Acquired: N/a
Banished: Vizier's Hill Card 3: Fire Kukri +1
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: Ice and Fire, Armor of the Sands, Staff of Minor Healing, Cleric of Nethys, Blessing of Pharasma, Blessing of Maat,

Displayed: Create Mindscape, (Vizier's Hill),
Deck: 11 Discard: 1 Buried: 0
Current Location: Vizier's Hill
Hero Points: 6
Paizo Reroll: 4-4A not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anubis Staff, Blessing of Isis, Twin Serpent Quarterstaff, Remove Curse, Blessing of Abraxas, Staff of Dark Flames
Recharged: Pyrotechnic Blast, Fire Snake, Staffbearer,
Discard Pile: Sapphire of Intelligence,
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


Out of Turn Updates: None

Turn - Hour: 15 - Hourglass Card 3 Zadim/Zalarian Blessing of Maat
Hour Rules: None
SOT: None
Give Card: None
Move: Glass Pavilion -> Vizier's Hill
Location Powers: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
Explore: Vizier's Hill Card 4: Poison Spiked Pit Trap

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 undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.

Recharge Rapier to add intelligence and reveal belt
Acrobatics Check DC 10: 1d8 + 4 + 1d8 + 1 ⇒ (8) + 4 + (3) + 1 = 16 Success

Will recharge belt to examine next card - Linxia..will discard Carnival to explore
Explore: Vizier's Hill Card 5: Linxia

Linxia:

None
Villain 2
Type: Monster
Traits:
Hellknight
Human
To Defeat:
Combat 18
Before you act, the difficulty to defeat is increased by the number of allies in your hand.
After you act, bury all allies in your discard pile.

No allies in hand...
Will reveal Snakebite dagger for stealth; since human add 1d8; Will recharge whip to add stealth skill; recharge spider venom to add 1d4 and poison and since invoke poison recharge dagger to add intelligence and finally bless with Merisiel's blessing of Abadar
Stealth Check DC 18: 1d8 + 4 + 1d4 + 1 + 1d8 + 1d8 + 4 + 1d4 + 1d8 + 1d8 ⇒ (8) + 4 + (4) + 1 + (7) + (5) + 4 + (1) + (7) + (8) = 49 Success
The Hellknight wisely yields


Completed Scenario 4-P1: Murder in the Marketplace - Linxia

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the ally Unwrapped Harmony. At the end of each scenario, return the card to the game box.

Each player may, for each future scenario, choose to exchange his character that completed this scenario with Linxia from Hell’s Vengeance Character Deck 1. Linxia gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Linxia’s deck from the Hell’s Vengeance Character Deck 1 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Hellknight Linxia.

Development:
The woman’s eyes snap into focus.

“I am Linxia, Hellknight of the Order of the Rack. I am grateful to you for releasing the compulsion cast upon me. I must face a reckoning for my actions here today; there will be much pain in my future. However, Pasha Muhlia al-Jakri must also face the rightful consequences of coercing a vampire to use me as a tool of destruction. If you also seek to exact the righteous force of the law, follow me.”

You recall the mutilated clergy of Sarenrae as she coolly dissects your strengths and vulnerabilities.

“If not,” she says, “this is where we part ways.”

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

Acquired Cards:

Blessing of Ra (Blessing B)


Scenario 4-P2: Dangerous Cargo

Dangerous Cargo presents a choice to the party: You may face Emil, pitborn assassin; Nyctessa, dhampir wizard; or Zelhara, inquisitor of Zon-Kuthon. The decision you make will affect the story, the henchmen you face, the rules for the scenario, and the reward. Use the scenario card corresponding to the character you choose.

When replaying, you may earn the reward for each card once, but only count the scenario once for tier advancement.

Emil, Pitborn Assassin:

During this Scenario

Spoiler:
When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.

When you are dealt Poison damage, if it is not reduced to 0, suffer the scourge Curse of Poisoning.

When a bane from the siege deck is undefeated, banish a card from a random open location deck.

If you succeed at a check to defeat Emil by less than 6, you may draw an ally and a blessing from the box. When Emil is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Emil into it.

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

Scenario Reward

Spoiler:
The party gets all boons remaining in location decks.

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the item Bloodroot Poison. At the end of each scenario, return that item to the game box.

Each player may, for each future scenario, choose to exchange her character that completed this scenario with Emil from Hell’s Vengeance Character Deck 2. Emil gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Emil’s deck from the Hell’s Vengeance Character Deck 2 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Assassin Emil.


Nyctessa, Dhampir Wizard:

During this Scenario
Spoiler:
When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.

Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

When a bane from the siege deck is undefeated, banish a card from a random open location deck.

If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.

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

Scenario Reward

Spoiler:
The party gets all boons remaining in location decks.

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the item Effigy of Anubis. At the end of each scenario, return that item to the game box.

Each player may, for each future scenario, choose to exchange her character that completed this scenario with Nyctessa from Hell’s Vengeance Character Deck 2. Nyctessa gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Nyctessa’s deck from the Hell’s Vengeance Character Deck 2 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Wizard Nyctessa.

Zelhara, Inquisitor of Zon Kuthon:

During this Scenario:

Spoiler:
When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display
the support card Defensive Stance next to this card.

Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.

When a bane from the siege deck is undefeated, banish a card from a random open location deck.

If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.

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

Scenario Reward:

Spoiler:
The party gets all boons remaining in location decks.

For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Symbol of Pain. At the end of each scenario, return that spell to the game box.

Each player may, for each future scenario, choose to exchange her character that completed this scenario with Zelhara from Hell’s Vengeance Character Deck 2. Zelhara gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Zelhara’s deck from the Hell’s Vengeance Character Deck 2 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Inquisitor Zelhara.



Scenario 4-P2: Dangerous Cargo - Zelhara

Here in Quantium, a center for arcane study, magical flourishes are everywhere, so the dizzying array of magical runes lining the sides of the tightly guarded prison wagon ahead of you seems almost commonplace. As it disappears into a narrow alleyway, you quicken your pace. The wagon holds the notorious alchemist Dalsig Kholoran, infamous for stealing troves of lore about fleshwarping and using them to conduct gruesome experiments. Kholoran has been sentenced to spend the rest of his life in the inescapable prison at Valkas Isle, but Society contacts have warned that Pasha Muhlia al-Jakri might seek an alliance with this brilliant and depraved man. Time is running short before Kholoran meets his fate, yet there are still no signs of the pasha’s agents. After witnessing the devastation that her other agents could inflict, you hope that your venture captain’s fears will prove no more than justified caution.

You’ll have no such luck.

You enter the alleyway in time to see the guards drop to their knees, crying out in agony. A lithe woman covered in piercings emerges from the shadows. Her vacant gaze turns toward you. She draws a length of barbed chain into her hand, slicing it through the air in practiced circles. Before you can rush forward to help contain the prisoner, one of the guards points a finger at you, shouting “Watch out; she’s got backup!”

You’d better resolve this situation quickly and carefully.

During This Scenario:
When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display
the support card Defensive Stance next to this card.
Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.

When a bane from the siege deck is undefeated, banish a card from a random open location deck.

If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.

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

Scenario Reward:
The party gets all boons remaining in location decks.
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Symbol of Pain. At the end of each scenario, return that spell to the game box.

Each player may, for each future scenario, choose to exchange her character that completed this scenario with Zelhara from Hell’s Vengeance Character Deck 2. Zelhara gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Zelhara’s deck from the Hell’s Vengeance Character Deck 2 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Inquisitor Zelhara.

---------------------------------
Story Banes:

Villain: Zelhara:

Villain
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 16
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard as damage. After you act, bury an ally from your discard pile.

Henchman: Aghash:

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

Henchman: Akitar:

Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Blightwing:

Henchman
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Random Monsters


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

The adventure deck number is 3. The scourge die is 1d6+1.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display
the support card Defensive Stance next to this card.
Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.

When a bane from the siege deck is undefeated, banish a card from a random open location deck.

If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.

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

Defensive Stance:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

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

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

Additional Rules:

Villain: Zelhara:

Villain
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 16
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard as damage. After you act, bury an ally from your discard pile.

Henchman: Aghash:

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

Henchman: Akitar:

Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Blightwing:

Henchman
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Random Monsters

Scenario Level (#): 3

Turn: 0, 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:
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.

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

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

Spoiler:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

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

Barriers
Spoiler:
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, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

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

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

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.

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

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

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

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:
Flaming Spear +1
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Spoiler:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

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

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

Spoiler:
Symbol of Pain
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.

Spoiler:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on 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.

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:
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 play another armor.

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

Spoiler:
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.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Staff of Revelations
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

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 to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.

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:
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

Spoiler:
Nefti the Bard
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail 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 a weapon, an armor, or an item.
During the explore step of a character at your location, discard this card to allow her to explore her location.

Spoiler:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.

Spoiler:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

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

Blessings
Spoiler:
Blessing of 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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

Siege Deck
M: 15 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
Siege Deck 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.
Siege Deck Card 2:

Blightwing
MM
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 3:

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

Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Siege Deck Card 5:

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.
Siege Deck Card 6:

Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Siege Deck Card 7:

Akitar
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 8:

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.
Siege Deck Card 9:

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 with a difficulty of 8 plus the scenario's adventure deck number or 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 moves to a random other location.
Siege Deck Card 10:

Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Siege Deck Card 11:

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.
Siege Deck Card 12:

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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Siege Deck Card 13:

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.
Siege Deck Card 14:

Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Siege Deck Card 15:

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.
Siege Deck Card 16:

Brain Ooze
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
Siege Deck Card 17:

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

Grave Goods
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.

Siege Deck Card 19:

Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Siege Deck Card 20:

Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Siege Deck Card 21:

Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Siege Deck Card 22:

Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Siege Deck Card 23:

Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Siege Deck Card 24:

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.
Siege Deck Card 25:

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, and must first choose allies to discard as damage, if he has any.
Siege Deck Card 26:

Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Siege Deck Card 27:

Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Siege Deck Card 28:

Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 29:

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.
Siege Deck Card 30:

Zelhara
None
Villain 3
Type: Monster
Traits:
Human
Inquisitor
To Defeat:
Combat 16
Before you act, you are dealt 1d4 Combat damage.
The difficulty to defeat is increased by the number of cards you discard as damage.
After you act, bury an ally from your discard pile.
Siege Deck Card 31:

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

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

Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Location #3: Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None

Location #4: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Location #6: 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: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Location #7: Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None


Ahmotep will start at the Great Library of Tephu

Ahmotep wrote:

Hand: Twin Serpent Quarterstaff, Staff of Dark Flames, Ice and Fire, Create Mindscape, Sapphire of Intelligence, Blessing of Abraxas,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Great Library of Tephu
Hero Points: 7
Paizo Reroll: 4-4A not used
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Twin Serpent Quarterstaff (and spell): +2d4 on distant combat check

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Armor of the Sands, Pyrotechnic Blast, Blessing of Isis, Anubis Staff, Blessing of Pharasma, Cleric of Nethys, Staffbearer, Staff of Minor Healing, Remove Curse, Blessing of Maat, Fire Snake
Recharged:
Discard Pile:
Buried Pile:

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

Season of the Plundered Tomb Reward: When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

Favored Card: card that has the Staff trait
Hand Size: 6 ☐ 7 ☐ 8
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 (☐ or any card) 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 (☑ or a spell) to add 1d8 (☐ 1d12) to your combat check (☐ and you may add the Fire trait).
☐ At the start of your turn, you may discard (☐ or recharge) a card that has the Staff trait to draw a card that has the Staff trait from your discard pile. (☐ When using this power, you may treat cards that have the Fire trait as if they have the Staff trait.)
☐ When you attempt a Knowledge or Diplomacy check, you may recharge a card to add its adventure deck number.


Alahazras Deckhandler

Alahazra will start at the shiny Bauble.

Alahazra wrote:

Hand: Blessing of the Spellbound, Flame Staff (Core), Riftwarden, Life Drain, Volcanic Storm, Imp, Blessing of Pharasma,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used: No
NOTES:
Available Support: Blessings are available for use.
Movement: Move me with party if my location closes.
Other: Bot me if I need to guard my location.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Ice Strike, Druid of the Flame, Find Traps, Fireblade, Akhentepi's Armor (Loot), Blessing of the Gods, Ruby of Charisma, Major Cure, Create Mindscape
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Survival: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire ([] or Poison) and Attack traits on any check, add 1d8 ([] 2d8).
You may recharge a blessing to examine the top 2 ([] or 3) cards of any location deck ([X] and put them back in any order). You may not use this power during an encounter.
You may discard ([]or recharge) a spell ([] or card) to banish a Curse card next to the deck of a local character.
[x] When you ([] or any character) would banish a card that has the Curse trait, you may put that card in your hand instead of banishing it. You may return a card with the Curse trait to the box to add 1d4 ([] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Dark Archive

Merisiel / Matsu Kurisu
Scenario: 4-P2: Dangerous Cargo - Zelhara

Card Upgrade
Nil

Banished cards
-

Loot
- Sun Falcon Pectoral: , Sage's Journal out
- Blessing of Maat (AD2) in, Blessing of Erastil out
- Unwrapped Harmony, Raccoon out

Trader
- Sunburst Market: Stained Glass Elemental in, Thieves' Tools (Classic) out

Starting Location
- #1: Embalming Parlor

Start of Game
Nil

Starting Hand
"

Merisiel wrote:

Hand: Shock Kukri, Blessing of Milani, Keen Rapier, Keen Starknife, Blessing of Abadar (2), Helpful Haversack,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant: Blessing available
Local:
Other[/b
[b]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): lt Unwrapped Harmony, lt Blessing of Maat, Magic Chain Shirt, Sergeant-at-arms, Compass, lt Sun Falcon Pectoral, Spyglass, Blessing of Abadar, td Stained Glass Elemental, Master of Masters, Masterwork Tools, Cerulean Mastermind
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
- Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6
Proficiencies:
Light Armors | [X] Weapons
POWERS:
You may evade your encounter ([X] and may put the card on top of the deck)
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.
☐ Add 2 to your noncombat check to defeat a barrier (☐ or close a location).
☐ Add 2 (☐ 4) to your check to acquire an item.
☐ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


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

Alase - 4-P2: Dangerous Cargo - Zelhara

Starting Location Golden Lake
Loot
Will add Blessing of Maat to deck and put Blessing of Spellbound 2 into box

Traders - Sunburst Trader will add Ubashki to deck and put Divine Fortune into Box

Favored Card - Item

"

Alase wrote:

Hand: Fly, Enervation, Binder's Tome, Ubashki, Blessing of Pharasma, Blessing of Abraxas, Blessing of Maat, Tonbarse,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 5
Reroll used: 4-3C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for Wadjet and Pharasma's Knowing); also feel free to ask if giving you a card may help instead
Binder's tome adds d4 and mental to local combat and CHA checks when in hand
Other: Loot choice: Spell 1/2, Blessing 1, Item 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Bound Imp, Infernal Healing, Wand of Fly, Fire Snake, Locate Object, The Twin, Create Mindscape, Shield Cloak, Pharasma's Knowing, The Eclipse, Blessing of the Spellbound
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
Character Traits:  Female Human Summoner (Sarkoris Guide) 
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
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 (☑ and bottom) card of the cohort Tonbarse’s location, then ((☑ you may) shuffle that deck, then draw Tonbarse. (□ Then, you may display Tonbarse next to a location and may move to that location.)
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.
□ Add 1d4 (□ 1d8) to any check to close Tonbarse’s location. (□ On closing, you may draw an ally from your discard pile.)
□ After you examine a card in a location deck, you may recharge a card; if you do, you may draw a card.
□ When a character at Tonbarse’s location fails to defeat a non-villain, non-henchman bane and would shuffle it into his location deck, you may return Tonbarse to your hand and display him at another open location to shuffle the bane into that location instead.

"


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

The adventure deck number is 3. The scourge die is 1d6+1.

When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor

Silver Crusade Favor:

Favor
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards. While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display
the support card Defensive Stance next to this card.
Damage dealt to you is increased by 1; if you discard any cards as damage, you may draw a card.

When a bane from the siege deck is undefeated, banish a card from a random open location deck.

If you succeed at a check to defeat Zelhara by less than 6, you may draw an ally and a blessing from the box. When Zelhara is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Zelhara into it.

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

Defensive Stance:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

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

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

Additional Rules:

Villain: Zelhara:

Villain
Type: Monster
Traits: Human Inquisitor
To Defeat: Combat 16
Before you act, you are dealt 1d4 Combat damage. The difficulty to defeat is increased by the number of cards you discard as damage. After you act, bury an ally from your discard pile.

Henchman: Aghash:

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

Henchman: Akitar:

Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Blightwing:

Henchman
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

Random Monsters

Scenario Level (#): 3

Turn: 1, Merisiel/Matsu_Kurisu

Scourge Table:

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

Random Cards:

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

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

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

Spoiler:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Barriers
Spoiler:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

Spoiler:
Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Spoiler:
The 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:
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, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

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

Spoiler:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

Spoiler:
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 this check, you may discard this card to reroll the dice; take the new result.

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

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

Spoiler:
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 on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Armors
Spoiler:
Clawhand Shield
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

Spoiler:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
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.

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

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

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

Spoiler:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.

Allies
Spoiler:
Mahga Threefingers
MM
Ally B
Traits:
Half-Orc
Ranger
To Acquire:
Charisma
Diplomacy 8
On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

Spoiler:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

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

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 deck, 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 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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.

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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 Ahmotep/MauveAvenger
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
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 add it to your hand.
Hourglass Card 3 Alase/Zalarian:
Spoiler:
Hourglass Card 3 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.
Discard this card to add 2 dice to any 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 4 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 5 Alahazra/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 deck, 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 6 Ahmotep/MauveAvenger
Silver Crusade Favor
None
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Hourglass Card 7 Alase/Zalarian:
Spoiler:
Hourglass Card 7 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 deck, 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 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Merisiel/Matsu_Kurisu
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 9 Alahazra/Kulko:
Spoiler:
Hourglass Card 9 Alahazra/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 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 Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 12 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Merisiel/Matsu_Kurisu
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.
Discard this card to add 2 dice to any 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 13 Alahazra/Kulko:
Spoiler:
Hourglass Card 13 Alahazra/Kulko
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.
Discard this card to add 2 dice to any 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 14 Ahmotep/MauveAvenger
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 15 Alase/Zalarian:
Spoiler:
Hourglass Card 15 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 deck, 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Merisiel/Matsu_Kurisu
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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 17 Alahazra/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 18 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 18 Ahmotep/MauveAvenger
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 19 Alase/Zalarian:
Spoiler:
Hourglass Card 19 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 deck, 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Merisiel/Matsu_Kurisu
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 21 Alahazra/Kulko:
Spoiler:
Hourglass Card 21 Alahazra/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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 22 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 deck, 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 23 Alase/Zalarian:
Spoiler:
Hourglass Card 23 Alase/Zalarian
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 24 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 Merisiel/Matsu_Kurisu
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 deck, 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 Alahazra/Kulko:
Spoiler:
Hourglass Card 25 Alahazra/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 26 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 26 Ahmotep/MauveAvenger
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 27 Alase/Zalarian:
Spoiler:
Hourglass Card 27 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 28 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 28 Merisiel/Matsu_Kurisu
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 29 Alahazra/Kulko:
Spoiler:
Hourglass Card 29 Alahazra/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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Siege Deck
M: 15 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4
Siege Deck 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.
Siege Deck Card 2:

Blightwing
MM
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 3:

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

Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Siege Deck Card 5:

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.
Siege Deck Card 6:

Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Siege Deck Card 7:

Akitar
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 8:

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.
Siege Deck Card 9:

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 with a difficulty of 8 plus the scenario's adventure deck number or 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 moves to a random other location.
Siege Deck Card 10:

Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Siege Deck Card 11:

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.
Siege Deck Card 12:

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 into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Siege Deck Card 13:

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.
Siege Deck Card 14:

Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Siege Deck Card 15:

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.
Siege Deck Card 16:

Brain Ooze
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
Siege Deck Card 17:

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

Grave Goods
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.

Siege Deck Card 19:

Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Siege Deck Card 20:

Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Siege Deck Card 21:

Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Siege Deck Card 22:

Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Siege Deck Card 23:

Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Siege Deck Card 24:

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.
Siege Deck Card 25:

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, and must first choose allies to discard as damage, if he has any.
Siege Deck Card 26:

Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Siege Deck Card 27:

Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Siege Deck Card 28:

Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 29:

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.
Siege Deck Card 30:

Zelhara
None
Villain 3
Type: Monster
Traits:
Human
Inquisitor
To Defeat:
Combat 16
Before you act, you are dealt 1d4 Combat damage.
The difficulty to defeat is increased by the number of cards you discard as damage.
After you act, bury an ally from your discard pile.
Siege Deck Card 31:

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

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

Embalming Parlor Card 1:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
Embalming Parlor Card 2:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Embalming Parlor 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.
Embalming Parlor Card 4:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Embalming Parlor Card 5:
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 deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Alase/Zalarian, None
Golden Lake Card 1:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Golden Lake Card 2:
Deliquescent Gloves
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
Golden Lake Card 3:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Golden Lake 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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Golden Lake Card 5:
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.

Location #3: Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Surgery Card 1:
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.
Surgery Card 2:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Surgery Card 3:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Surgery Card 4:
Bloodroot Poison
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Surgery Card 5:
Giant Slug
MM
Ally B
Traits:
Animal
Acid
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Acid trait to your combat check.
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
Surgery Card 6:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Location #4: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Kulko, None
The Shiny Bauble Card 1:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
The Shiny Bauble Card 2:
Heat Metal
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
The Shiny Bauble Card 3:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
The Shiny Bauble Card 4:
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.
The Shiny Bauble Card 5:
Scarab Sand
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.

Location #5: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
Towering Obelisk Card 1:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Towering Obelisk Card 2:
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, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Towering Obelisk Card 3:
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.
Towering Obelisk Card 4:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Towering Obelisk Card 5:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Location #6: 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: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Caravanserai Card 1:
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 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:
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.
Caravanserai Card 4:
Tarworks Master
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Caravanserai Card 5:
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 put them back in any order; otherwise, shuffle your location deck.
Caravanserai Card 6:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Caravanserai Card 7:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

Location #7: Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, None
Great Library of Tephu Card 1:
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 power on that card that happens when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Great Library of Tephu Card 2:
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Great Library of Tephu Card 3:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Great Library of Tephu Card 4:
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.
Great Library of Tephu 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.
Great Library of Tephu Card 6:
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 that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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