[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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Alahazras Deckhandler

Alases Turn:
Alahazra is at Tow Obelisk and Scorched Obelisk, so no curse removal possible

Turn 12: Alahazra
The Hour is Blessing of the Ancients

SoT
Move to Elemental Trenches
Free Explore

Elemental Skin:

MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 14 check to recharge it instead.

CtA Divine 12: 1d10 + 7 + 1d4 ⇒ (7) + 7 + (2) = 16 Aquired

Discard Druid of the Flames to explore

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.

reveal Flame Staff
CtD Combat 8+2*5=18: 1d10 + 7 + 1d4 + 2d8 + 7 + 1d4 ⇒ (1) + 7 + (3) + (3, 2) + 7 + (3) = 26 Defeated

End of turn
3 Sekrephere displayed so no more recharging
reset Hand

Alahazra wrote:

Hand: Blessing of Abadar, Hand of the Honest Man (Loot), Eruption (loot), Major Cure, Blessing of Qi Zhong, Flame Staff (Core), Elemental Skin,

Displayed:
Deck: 12 Discard: 3 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): Ice Storm (trader), Volcanic Storm, Channel the Gift, Create Mindscape, Blessing of Thoth, Disable Mechanism (loot), Blessing of Pharasma, Blessing of the Spellbound, Find Traps
Recharged: Imp, Lifecollar Coat, Riftwarden,
Discard Pile: Blessing of Sivanah, Magnetic Grimoire, Druid of the Flame,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Moved to elemental trenches
ET #1 Acquired
ET #2 Banished


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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: All characters start at the Garden of Ossumentals. If your location does not have the henchman Sekrephere displayed next to it, you may not move. You may move only to the first open location on the location list that does not have a Sekrephere displayed next to it.

The difficulty of checks to defeat a Sekrephere is increased by the number of displayed Sekrepheres.

At the end of your turn, if there are fewer than 3 Sekrepheres displayed, recharge an ally or blessing.

To win, close all locations.

Additional Rules:

Henchman: Sekrephere:

Henchman
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Summoned 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.

Scenario Level (#): 5

Turn: 12, 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:
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.

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

Spoiler:
Shaitan Ghul
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.

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

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

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

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

Spoiler:
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.

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

Spoiler:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

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

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

Spoiler:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire 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.

Spells
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:
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:
Spite Cloud
MM
Spell 5
Traits:
Magic
Arcane
Attack
Acid
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 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:
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:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Spoiler:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

Spoiler:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

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

Spoiler:
Wyvern Poison
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

Spoiler:
Soul Stimulant
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.

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

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

Current Hour:

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 1 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 2 Alase/Zalarian:
Spoiler:
Hourglass Card 2 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 3 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 3 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 4 Alahazra/Kulko:
Spoiler:
Hourglass Card 4 Alahazra/Kulko
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 5 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 5 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 6 Alase/Zalarian:
Spoiler:
Hourglass Card 6 Alase/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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 7 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 7 Merisiel/Matsu_Kurisu
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 Alase/Zalarian:
Spoiler:
Hourglass Card 10 Alase/Zalarian
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 11 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 11 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 12 Alahazra/Kulko:
Spoiler:
Hourglass Card 12 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 13 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 13 Ahmotep/MauveAvenger
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Alase/Zalarian:
Spoiler:
Hourglass Card 14 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 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 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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 17 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 18 Alase/Zalarian:
Spoiler:
Hourglass Card 18 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.

Location #1: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Garden of Ossumentals Card 1:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.
Garden of Ossumentals Card 5:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Garden of Ossumentals Card 6:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Garden of Ossumentals Card 7:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #2: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here:
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Scorched Obelisk Card 1:
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Scorched Obelisk Card 2 (Royal Naga):
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Ahmotep/MauveAvenger, Create Mindscape, Caravan Raider,
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Towering Obelisk Card 1 (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.
Towering Obelisk Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Towering Obelisk Card 3:
Spellsword +2
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Towering Obelisk Card 4:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
Towering Obelisk Card 5:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Towering Obelisk Card 6:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Towering Obelisk Card 7 (Elder Ifreeti):
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Kulko, Alase/Zalarian, Merisiel/Matsu_Kurisu, Create Mindscape
Elemental Trenches Card 1:
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.
Elemental Trenches Card 2:
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.
Elemental Trenches Card 3:
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.
Elemental Trenches Card 4:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.
Elemental Trenches Card 5:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.
Elemental Trenches Card 6:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Elemental Trenches Card 7:
Sightless Starvation
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
Elemental Trenches Card 8:
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.

Location #5: Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Thornscrub Card 1:
Cenovath Swarm
MM
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
Thornscrub Card 2:
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.
Thornscrub 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.
Thornscrub Card 4:
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.
Thornscrub 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.
Thornscrub Card 6:
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.
Thornscrub Card 7:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Thornscrub Card 8:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
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.
Thornscrub Card 9:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.
Thornscrub Card 10:
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.

Location #6: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Scorched Ruins Card 1:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
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.
Scorched Ruins Card 2:
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.
Scorched Ruins Card 3:
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.
Scorched Ruins Card 4:
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.
Scorched Ruins Card 5:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Scorched Ruins Card 6:
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.
Scorched Ruins Card 7:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.
Scorched Ruins Card 8:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Scorched Ruins Card 9:
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.
Scorched Ruins Card 10:
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.

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: 2 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Ice Storm
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 2:
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.
Cards Not In the Box Card 3:
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 4:
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.
Cards Not In the Box Card 5:
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 6:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
Cards Not In the Box Card 7:
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.


Alahazras Deckhandler

Turn 12: Alahazra
The Hour is Blessing of the Ancients

SoT
Move to elemenatl Trenches
Free Explore

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.

CtA Divine 5: 1d10 + 7 ⇒ (9) + 7 = 16 Aquired

Discard to explore again

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.

CtA Str 11: 1d6 ⇒ 1 Banished

Discard Druid of the Flame to explore

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.

CtD Divine 6+2*5=16: 1d10 + 7 ⇒ (7) + 7 = 14 Failure - Suffer a scourge than banish the evil Eye
Scourge: 1d8 + 1 ⇒ (6) + 1 = 7 Curse of Fevered Dreams

Discard Eruption to banish Curse and draw to hand

Cast Major Cure
Cards healed: 1d4 + 2 ⇒ (3) + 2 = 5 All cards Healed

Alahazra ends her turn.

Alahazra attempts to recover all cards in her Recovery pile.
recharge HoHonest Man to add die

Major Cure: Divine 10: 2d10 + 6 ⇒ (6, 8) + 6 = 20 -> Major Cure recharged .

Alahazra resets her hand.

Alahazra wrote:

Hand: Blessing of Abadar, Lifecollar Coat, Riftwarden, Blessing of Nethys, Curse of Fevered Dreams, Flame Staff (Core), Ice Storm (trader),

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): Channel the Gift, Blessing of Sivanah, Magnetic Grimoire, Disable Mechanism (loot), Create Mindscape, Blessing of Pharasma, Blessing of Qi Zhong, Imp, Druid of the Flame, Blessing of the Spellbound, Eruption (loot), Find Traps, Blessing of Thoth
Recharged: Hand of the Honest Man (Loot), Major Cure,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Tranches #1 Acquired
Trenches #2,3 Banished


Turn Order: Ahmotep, Alase, Merisiel, Alahazra,
Out of Turn Updates: Bit of retcon. Would have recharged Evocation Staff before last turn on Alahazra's turn (per Discord discussion). Replace with Staff of Heaven and Earth. Then would retcon Create Mindscape at Elemental Trenches.

Turn: Turn 12 - Blessing of the Ancients

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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.

SOT: N/a

Move: Move to Elemental Trenches

Explore: Sekrephere

Sekrephere:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Random Blessing -> Blessing of Isis -> Check to Defeat = Intelligence Craft 11

Ask Alahazra to discard Blessing of Abadar to bless check twice.

Intelligence 11+3=14/20: 3d10 + 2 + 1d4 ⇒ (8, 3, 5) + 2 + (3) = 21

Defeated, but not by more than 6 so no random Scourge.

End Turn: Reset Hand.

Recharge Blessing of Sivanah due to displayed Sekrephere.

More than 3 Sekrepheres displayed so no more recharging allies/blessings.

Recovery:

[u]Summary[/u]:
Move: Towering Obelisk -> Elemental Trenches
Acquired: N/a
Banished: N/a
Examined: N/a
Random Card(s): N/a
Displayed: Elemental Trenches Card 4: Sekrephere[ooc]
Other Player(s) Resources Used: [ooc]Used Alahazra's Blessing of Abadar

Actions needed by other Player(s): N/a

Ahmotep wrote:

Hand: Spellsword +2, Staff of Dark Flame (acq), Ice and Fire, Dune of Doom, Staff of Heaven and Earth, Golden Serpent Armband, Blessing of Isis,

Displayed: Create Mindscape, (@ Elemental Trenches),
Deck: 12 Discard: 2 Buried: 0
Current Location: Elemental Trenches
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staffbearer
Recharged: Staff of Dark Flames, Blessing of the Seventh Veil, Death's Touch, Blackcloth Armor, Cleric of Nethys, Remove Curse, Blessing of Maat, Channel the Gift, Fire Snake, Evocation Staff, Blessing of Sivanah,
Discard Pile: Blessing of Pharasma, Coordinated Blast,
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: None

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

Turn: 20 - Hourglass Card 2 Alase/Zalarian Blessing of Wadjet - according to online region ruling basic is still requirement for this curse
SOT: Examine top card of Tonbarse location (Elemental Trenches Card 5: Bonecrusher Chieftain TRIGGER)

Bonecrusher Chieftain:

MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.

Tonbarse lunges and attacks!
Tome and create mindscape and steal soul
Tonbarse Melee Arcane+# CHA Combat Check DC 12+5+3=20: 1d10 + 6 + 5 + 3d4 ⇒ (9) + 6 + 5 + (2, 3, 4) = 29 Monster defeated
Trench Roll: 1d6 ⇒ 5 crud..worse thing to roll..fire snake is recharged so can't give it to Alahazra to remove curse

as well as bottom card (Elemental Trenches Card 8: Telekinesis Trap), Choose not to shuffle location and Draw Tonbarse to hand.

Give Card: None

Move: Elemental Trenches -> Thornscrub
Location Powers: Banes that have the Poison trait may not be evaded.
display Tonbarse
Explore: Thornscrub Card 1: Cenovath Swarm

Cenovath Swarm:

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

cat or bat?: 1d2 ⇒ 1 Ubashki is buried and take 0 mental damage
steal soul and tome add 2d4
Tonbarse lunges and attacks!
Tonbarse Melee Arcane+# CHA Combat Check DC 18/22: 1d10 + 6 + 5 + 2d4 ⇒ (7) + 6 + 5 + (3, 3) = 24 Monster defeated

Discard bat to explore
Explore: Thornscrub Card 2: 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.

Tonbarse lunges and attacks!
steal soul and tome
Tonbarse Melee Arcane+# CHA Combat Check DC 9+5+3=17: 1d10 + 6 + 5 + 2d4 ⇒ (8) + 6 + 5 + (4, 3) = 26 Monster defeated

Recharge The first to explore

Explore: Thornscrub Card 3: 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.

Due to extra penalty of failing due to blessing used, will recharge Eclipse to bless
Untrained Skill Check DC 3: 1d4 + 1d4 ⇒ (4) + (3) = 7 Success;recharge it to explore
Explore: Thornscrub Card 4: Shield of Fire Resistance
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.

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

Reminder of Scenario changes:

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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:
Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12

During This Scenario: All characters start at the Garden of Ossumentals. If your location does not have the henchman Sekrephere displayed next to it, you may not move. You may move only to the first open location on the location list that does not have a Sekrephere displayed next to it.

The difficulty of checks to defeat a Sekrephere is increased by the number of displayed Sekrepheres.

At the end of your turn, if there are fewer than 3 Sekrepheres displayed, recharge an ally or blessing.

To win, close all locations.

Alase ends her turn.
Examine top card of Tonbarse location Thornscrub Card 5: Poison Spiked Pit Trap) as well as bottom card (Thornscrub Card 10: Vanth), choose not to shuffle location and Draw Tonbarse to hand

SOT/EOT Power:
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.)

Alase attempts to recover all cards in their Recovery pile.

Alase resets her hand...wil use bound imp to draw 2 cards.

"

Alase wrote:

Hand: Shield Cloak, Binder's Tome, Blessing of the Seventh Veil, Locate Object, Channel the Gift, Pharasma's Knowing, Tonbarse, Blessing of Abraxas, Cleric of Nethys,

Displayed: Infernal Healing, Steal Soul#Core, Curse of the Sphinx,
Deck: 8 Discard: 2 Buried: 2
Hero Points: 2
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Twin
Recharged: Augury, Create Mindscape, Fire Snake, The First, The Eclipse, Blessing of the Ancients, Bound Imp,
Discard Pile: The Healing Light, Vampire Bat,
Buried Pile: Fly, Ubashki,

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: Thornscrub Tonbarse is in my hand at Location YYYY
Acquired: Thornscrub Card 3: Blessing of the Ancients
Banished: Elemental Trenches Card 5: Bonecrusher Chieftain
Thornscrub Card 1: Cenovath Swarm
Thornscrub Card 2: Bonecrusher Hunter
Thornscrub Card 4: Shield of Fire Resistance

Examined: Elemental Trenches Card 8: Telekinesis Trap
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 scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: All characters start at the Garden of Ossumentals. If your location does not have the henchman Sekrephere displayed next to it, you may not move. You may move only to the first open location on the location list that does not have a Sekrephere displayed next to it.

The difficulty of checks to defeat a Sekrephere is increased by the number of displayed Sekrepheres.

At the end of your turn, if there are fewer than 3 Sekrepheres displayed, recharge an ally or blessing.

To win, close all locations.

Additional Rules:

Henchman: Sekrephere:

Henchman
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Summoned 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.

Scenario Level (#): 5

Turn: 15, 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:
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.

Spoiler:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

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:
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.

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:
Shocking Chest
MM
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.

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:
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.

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:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

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

Spoiler:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

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:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

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

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:
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:
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:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw 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 14 check to recharge this card instead of discarding it.

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

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:
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:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light 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:
Wyvern Poison
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

Spoiler:
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.

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:
Bottled Lightning
MM
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.

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.

Allies
Spoiler:
Hearth Elemental
MM
Ally 4
Traits:
Elemental
Fire
To Acquire:
See Below None
You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

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:
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.

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

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.

Blessings
Spoiler:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

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.

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 Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Spoiler:
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.

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: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/Kulko
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 2 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 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 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 Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 7 Alase/Zalarian:
Spoiler:
Hourglass Card 7 Alase/Zalarian
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 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 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 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 Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Alase/Zalarian:
Spoiler:
Hourglass Card 11 Alase/Zalarian
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
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 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 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 14 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 14 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 15 Alase/Zalarian:
Spoiler:
Hourglass Card 15 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.

Location #1: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Garden of Ossumentals Card 1:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.
Garden of Ossumentals Card 5:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Garden of Ossumentals Card 6:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Garden of Ossumentals Card 7:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #2: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here:
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Scorched Obelisk Card 1:
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Scorched Obelisk Card 2 (Royal Naga):
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Create Mindscape, Caravan Raider,
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Towering Obelisk Card 1 (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.
Towering Obelisk Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Towering Obelisk Card 3:
Spellsword +2
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Towering Obelisk Card 4:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
Towering Obelisk Card 5:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Towering Obelisk Card 6:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Towering Obelisk Card 7 (Elder Ifreeti):
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Kulko, Ahmotep/MauveAvenger, Merisiel/Matsu_Kurisu, Create Mindscape,
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Elemental Trenches Card 1:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Elemental Trenches Card 2:
Sightless Starvation
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
Elemental Trenches Card 3 (Telekinesis Trap):
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.

Location #5: Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/Zalarian, None
Thornscrub Card 1 (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.
Thornscrub Card 2:
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.
Thornscrub Card 3:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Thornscrub Card 4:
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.
Thornscrub Card 5:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.
Thornscrub Card 6 (Vanth):
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.

Location #6: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Scorched Ruins Card 1:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
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.
Scorched Ruins Card 2:
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.
Scorched Ruins Card 3:
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.
Scorched Ruins Card 4:
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.
Scorched Ruins Card 5:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Scorched Ruins Card 6:
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.
Scorched Ruins Card 7:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.
Scorched Ruins Card 8:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Scorched Ruins Card 9:
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.
Scorched Ruins Card 10:
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.

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: 2 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Ice Storm
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 2:
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.
Cards Not In the Box Card 3:
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 4:
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.
Cards Not In the Box Card 5:
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 6:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
Cards Not In the Box Card 7:
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.

Dark Archive

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

Out of turn updates

Hour = 15 Merisiel/Matsu_Kurisu: Blessing of the Elements

Start of Turn
At: #4: Elemental Trenches

Give: No
Move: #5: Thornscrub

At This Location: Banes that have the Poison trait may not be evaded.

Free explore = 1: Poison Spiked Pit Trap, Barrier 1: Acrobatics 15(10+5)

Spoiler:
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.

Acrobatics 1d12+4+2, Merisiel vs Barrier +2, Reveal Belt of Physical Might +1d4
Acrobatics 15: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (7) + 4 + 2 + 2 + (4) = 19 Banished

Pit Trap explore = 2: Potion of Energy Resistance, Item B: Intelligence 4

Spoiler:
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.

Intelligence 4: 1d4 ⇒ 1 Banished

Discard lt Unwrapped Harmony, examine 3, rearrange, explore =
5: Sekrephere, Henchman 5
4: Toxic Geyser, Barrier B
3: Living Sandstorms, Monster 5 Trigger: Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.

Alase: Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.

Stealth 1d12+4+2, Merisiel vs Barrier +2, Reveal Belt of Physical Might +1d4
Stealth 13: 1d12 + 4 + 2 + 2 + 1d4 ⇒ (8) + 4 + 2 + 2 + (3) = 19 Success

lt Unwrapped Harmony, examine 3, rearrange, explore =
5: Sekrephere, Henchman 5: Divine 8
DC = BL1: Blessing of Osiris, Blessing 4: Divine 8
Recharge Masterwork Tools to defeat & display

End of Turn
fewer than 3 Sekrepheres displayed = No

Recovery

Reset
Discard
Draw Belt of Physical Prowess, Keen Spiked Chain, lt Blessing of Maat

Summary
Location = #5: Thornscrub (4,3,6)
Acquired =
Banished = 1: Poison Spiked Pit Trap, 2: Potion of Energy Resistance
Examined = 4: Toxic Geyser, 3: Living Sandstorms
Displayed = 5: Sekrephere
Added =

Displayed =

From Box = BL1: Blessing of Osiris

Give =
Used =

Other = Alase: Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.

"

Merisiel wrote:

Hand: Shock Kukri, Belt of Physical Might, Master of Masters, Belt of Physical Prowess, Keen Spiked Chain, lt Blessing of Maat,

Displayed: Impervious Chain Shirt,
Deck: 11 Discard: 3 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant: Any support 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): Cerulean Mastermind, Deathbane Throwing Axe, Blessing of Abadar (2), lt Maftet Hunter
Recharged: lt Sun Falcon Pectoral, td Stained Glass Elemental, Skoan-Quah Boneslayer, ac Blessing of Thoth, Blessing of Abadar, Limning Starknife, Masterwork Tools,
Discard Pile: Compass, Blessing of Milani, lt Unwrapped Harmony,
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 ☐ 7
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.
[X] Add 2 to your noncombat check to defeat a barrier ([X] 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

Took swipe last turn from Merisiel, so no drawing Ice storm
Discard Blessing of Abadar for somebody

Turn 16: Alahazra
The Hour is Blessing of the Lady of Graves

SoT
At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:

type: 1d6 ⇒ 1 Acid, nothing to recharge


Move to Scorched Ruins
Free Explore

Steel Ibis Lamellar:

MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
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.

CtA Con 9: 1d6 ⇒ 4 Failure, Banished

discard Riftwarden to explore

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.

Elec Dam: 1d4 ⇒ 1 Recharge Lifecollar Coat to reduce to 0
Reveal Flame Staff
CtD Combat 13: 1d10 + 7 + 1d4 + 2d8 ⇒ (8) + 7 + (2) + (2, 5) = 24 Defeated

Discard Blessing of Nethys to examine top 2 cards, reorder and explore
No blessings anymore so keep the dagger up

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.

CtA Dex 10: 1d4 ⇒ 2 Failure, Banished

End of turn
reset Hand

Recharge Imp to draw card

Alahazra wrote:

Hand: Channel the Gift, Blessing of Thoth, Blessing of Qi Zhong, Blessing of Pharasma, Curse of Fevered Dreams, Flame Staff (Core), Swipe,

Displayed:
Deck: 15 Discard: 2 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): Magnetic Grimoire, Blessing of the Spellbound, Druid of the Flame, Ice Storm (trader), Volcanic Storm, Create Mindscape, Find Traps, Disable Mechanism (loot), Eruption (loot)
Recharged: Hand of the Honest Man (Loot), Major Cure, Riftwarden, Lifecollar Coat, Imp,
Discard Pile: Blessing of Abadar, Blessing of Nethys,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Scorched Ruins #1,2,3 Banished
Scorched Ruins #4 Examined


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

Turn: Turn 17 - Blessing of the Ancients

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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.

SOT: N/a

Move: Move to Scorched Ruins

Explore: Ambush

Ambush:
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.

Recharge Staff of Heaven and Earth and discard Dune of Doom to defeat Ambush. Get to explore again.

Explore 2: Elemental Arachnid

Elemental Arachnid:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

Reveal Golden Serpent Armband to reduce all BYA damage by 1 to 0. For combat, banish Ice and Fire to do Arcane+2d8+3.

Arcane 17: 1d10 + 4 + 2d8 + 3 ⇒ (5) + 4 + (6, 7) + 3 = 25

Defeated.

End Turn: Reset Hand.

More than 3 Sekrepheres displayed so no more recharging allies/blessings.

Recovery:

-Ice and Fire: Arcane 12: 1d10 + 4 ⇒ (3) + 4 = 7

[u]Summary[/u]:
Move: Elemental Trenches -> Scorched Ruins
Acquired: N/a
Banished: Scorched Ruins Cards 4,5: Ambush, Elemental Arachnid
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: Spellsword +2, Staff of Dark Flame (acq), Staff of Dark Flames, Golden Serpent Armband, Staffbearer, Blessing of the Seventh Veil, Blessing of Isis,

Displayed: Create Mindscape, (@ Elemental Trenches),
Deck: 10 Discard: 4 Buried: 0
Current Location: Scorched Ruins
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Death's Touch, Blackcloth Armor, Cleric of Nethys, Remove Curse, Blessing of Maat, Channel the Gift, Fire Snake, Evocation Staff, Blessing of Sivanah, Staff of Heaven and Earth,
Discard Pile: Blessing of Pharasma, Coordinated Blast, Dune of Doom, Ice and Fire,
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.


Forgot to do BYA check at Elemental Trenches.

Elemental Trenches: 1d6 ⇒ 5

No cards have Fire trait so turn checks out!


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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: All characters start at the Garden of Ossumentals. If your location does not have the henchman Sekrephere displayed next to it, you may not move. You may move only to the first open location on the location list that does not have a Sekrephere displayed next to it.

The difficulty of checks to defeat a Sekrephere is increased by the number of displayed Sekrepheres.

At the end of your turn, if there are fewer than 3 Sekrepheres displayed, recharge an ally or blessing.

To win, close all locations.

Additional Rules:

Henchman: Sekrephere:

Henchman
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Summoned 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.

Scenario Level (#): 5

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

Spoiler:
Shaitan Ghul
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.

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:
Graven Guardian of Set
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 21
The Graven Guardian of Set is immune to the Mental and Poison traits.
If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

Spoiler:
Mummy Golem
MM
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat has the Fire trait, add 1d8.

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:
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 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:
Shocking Chest
MM
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.

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

Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

Spells
Spoiler:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
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:
Named Bullet
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

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:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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

Items
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:
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:
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.

Spoiler:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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.

Allies
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:
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:
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:
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:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

Spoiler:
Blessing of the 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 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:

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: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 1 Merisiel/Matsu_Kurisu
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Alahazra/Kulko:
Spoiler:
Hourglass Card 2 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 3 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 3 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 4 Alase/Zalarian:
Spoiler:
Hourglass Card 4 Alase/Zalarian
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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 5 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 6 Alahazra/Kulko:
Spoiler:
Hourglass Card 6 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 7 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 7 Ahmotep/MauveAvenger
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Alase/Zalarian:
Spoiler:
Hourglass Card 8 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 9 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 9 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 10 Alahazra/Kulko:
Spoiler:
Hourglass Card 10 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 11 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 11 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 12 Alase/Zalarian:
Spoiler:
Hourglass Card 12 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.

Location #1: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Garden of Ossumentals Card 1:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
Garden of Ossumentals Card 2:
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.
Garden of Ossumentals Card 3:
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.
Garden of Ossumentals Card 4:
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.
Garden of Ossumentals Card 5:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Garden of Ossumentals Card 6:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Garden of Ossumentals Card 7:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #2: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here:
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Scorched Obelisk Card 1:
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Scorched Obelisk Card 2 (Royal Naga):
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

Location #3: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Create Mindscape, Caravan Raider,
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Towering Obelisk Card 1 (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.
Towering Obelisk Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Towering Obelisk Card 3:
Spellsword +2
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Towering Obelisk Card 4:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
Towering Obelisk Card 5:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Towering Obelisk Card 6:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Towering Obelisk Card 7 (Elder Ifreeti):
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Create Mindscape,
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Elemental Trenches Card 1:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Elemental Trenches Card 2:
Sightless Starvation
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
Elemental Trenches Card 3 (Telekinesis Trap):
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.

Location #5: Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/Zalarian, Merisiel/Matsu_Kurisu,
Sekrephere:

MM Henchman 5
Type: Barrier
Traits: Construct Lock
To Defeat: See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box. If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations. While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Thornscrub Card 1 (Toxic Geyser):
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.
Thornscrub Card 2 (Living Sandstorms):
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Thornscrub Card 3 (Vanth):
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.

Location #6: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Kulko, Ahmotep/MauveAvenger, None
Scorched Ruins Card 1:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item 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.
Scorched Ruins Card 2:
Sekrephere
MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.
Scorched Ruins Card 3:
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.
Scorched Ruins Card 4:
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.
Scorched Ruins Card 5:
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.

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: 2 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Ice Storm
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 2:
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.
Cards Not In the Box Card 3:
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 4:
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.
Cards Not In the Box Card 5:
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 6:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
Cards Not In the Box Card 7:
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.


Alahazras Deckhandler

Turn 1: Athnul
The Hour is Blessing of the Gods

SoT
Move to Dagon's Jaws #4
Free Explore

Sandara Quinn:

SS
Ally 1
Traits:
Human
Cleric
Pirate
To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

CtA Cha 5: 1d6 ⇒ 1 Banished

Discard Elyana to examine top card then may move and may explore
Find tot flask
Move to Dagons Jaws #3 and explore

Hull Damage:

SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Use Fortitude to defeat
Discard BoGorum to bless

CtD Fort 6+6=12: 2d10 + 4 ⇒ (3, 5) + 4 = 12 Defeated

Discard Magistrate to explore

Grayflame Mace +2:

SS
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic
To Acquire:
Strength
Melee
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

Discard BoMilani to bless twice
CtA Divine 12: 3d10 + 5 ⇒ (1, 8, 8) + 5 = 22 Acquired

Cast Cure
cards Healed: 1d4 + 1 ⇒ (3) + 1 = 4 All by Elyana

Athnul ends Her turn.

Athnul attempts to recover all cards in Her Recovery pile.
Cure: Divine 8: 1d10 + 5 ⇒ (6) + 5 = 11 -> Cure recharged.

Athnul resets Her hand.

Athnul wrote:

Hand: Amulet of Furious Fists, Ascetic's Belt, Blessing of Abadar, Dire Shark, Divine Fortune, Grayflame Mace +2, Blessing of Ra,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Hero Points: 12
Box Reroll used: no
Lycant. markers:0
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker , Exalted, Evangelist, Magistrate, Urgathoa's Gluttony, Blessing of Gorum (2), Blessing of Cayden Cailean, Amulet of Furious Fists (2), Blessing of Milani, Farglass (Loot), Ring of Wave Walking, Blessing of Gorum, Blessing of Everbloom
Recharged: Cure, Imp,
Discard Pile: Elyana,
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
None
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill ([] plus the card's adventure deck number) and the Piercing trait ([] and you may add the Magic trait); you may not play a weapon on this check. ([x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([] +3).
[] You may recharge a card to add 1d4 ([] 2d4) ([] 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Upkeep:
Dagons Jaws#3 Card #1 Banished
Dagons Jaws#3 Card #2 Acquired
Dagons Jaws#4 Card #1 Banished
Dagons Jaws#4 Card #2 Examined


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

Out of Turn Updates: Dex or Stealth 13 check on Merisiels turn or 1d4 combat damage
Dexterity Check DC 13: 1d6 + 1d4 ⇒ (6) + (4) = 101d4 ⇒ 1 discard locate object for 1 damage
Display Tonbarse at Scorched Ruins

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

Turn: 18 - Blessing of the Ancients
SOT: Examine top card of Tonbarse location (Scorched Ruins Card 1: Baited Jewel Box TRIGGER)
Shuffle Shield Cloak into my location (Thornscrub)

as well as bottom card (Scorched Ruins Card 5: Burglar's Buckler), Choose not to shuffle location and Draw Tonbarse to hand. Then display Tonbarse at Location Scorched Ruins and move to there.[/ooc]

Give Card: None
Move: Stay at Scorched Ruins
Location Powers: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.

Will discard Channel the Gift to draw Firesnake and then explore - curse of the Sphinx is still in effect
Explore: Scorched Ruins Card 1: Baited Jewel Box

Baited Jewel Box:

MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item 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.

Will use firesnake along with steal soul and tome
Arcane CHA Check DC 8+5=13/17/19: 1d10 + 6 + 2d4 ⇒ (6) + 6 + (3, 4) = 19 Success gain 1 item but overshot by 6; ask Ahmotep to recharge a card to make check a 17

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.

Will recharge Mummified Cat to examine top card..Sekrephere

Will discard Blessing of the Seventh Veil to encounter Sekresphere
Explore: Scorched Ruins Card 2: Sekrephere

Sekrephere:

MM
Henchman 5
Type: Barrier
Traits:
Construct
Lock
To Defeat:
See Below
The check to defeat is the same as the highest check to acquire a random blessing from the box.
If defeated, display this card next to the location deck it came from. When all open locations have a Sekrephere displayed, automatically close all locations.
While displayed, when you end your turn at this location, recharge a blessing or an ally; if you cannot, put this card facedown on top of its location deck.

Check to defeat is based on (Blessing of Abadar) Dexterity Disable of 6+4=10
Steal Soul adds d4 and recharge Blessing of Abraxas to bless
Dexterity Check DC 6+5=11/17: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (2) = 7 Not Quite..recharge cleric to add 2 and ask Ahmotep to recharge a card to add another 2 for a success..Sekresphere is displayed and all locations are automatically closed which means following happens:
Garden of Ossumentals - take 1 cold damage
Scorched Obelisk - take 1 electricity damage
Towering Obelisk - remove a curse
Elemental Trenches - bury 1d4 cards
Thornscrub - take 1 poison damage
Scorched Ruins - N/A
none of those change outcome and the like

Group is Successful


Completed Scenario 4-5C: The Stars Align

Scenario Reward:
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario.

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

Development:
The calculations became much clearer when you realized that math underlying it changed depending on the phases of the moon. You didn’t recognize the symbol created by the beams of light, but once you created it, a fourth pyramid appeared seemingly out of thin air, its spire glowing a brilliant blue. It seems that you have succeeded where others have failed— you’ve found the Fourth Star!

The Pactmaster should be pleased. You wish you knew whether that was a good thing. Just once, you’d like to see behind Krimiltuk’s mask to gauge his true intentions as easily as he knows yours.

Acquired Cards:
Blessing of Nethys (Blessing B)
Blessing of Thoth (Blessing 1)
Blessing of the Ancients (Blessing B)

Mummified Cat (Item 1)

Augury (Spell B)
Dune of Doom (Spell 5)

Staff of Dark Flame (Weapon 3)

5 Cards of types of your choice


Scenario 4-5D: Temple of Light and Metal

After circling the Fourth Star several times, you uncover an entrance and make your way inside. The giant glowing spire channels the obelisks’ light, directing it deep into the pyramid’s interior and illuminating the main chamber in an azure glow. Where it shines, runes and doorways appear, disappearing as soon as the light in that area dims. This is no language you’ve ever seen, much less translated. Fortunately that’s where the venture-captain’s supplies come in handy. One magical scroll later, you’re reading the runes fluently.

“We are very sorry,” the runes read. “We meant no harm. When we arrived, we found a city that was fractured, chaotic, and wild—so unlike the beings we worshipped. We tried to correct the city to remake it in our image, but our process became more destructive than we had imagined. We struggled to make it right but concluded that our efforts would only hurt more. Instead we left behind a measure of our power. Our hope is that when you have the capacity to understand it, unlock it, and wield it, you can direct this power to healing this land in a way that fits the inhabitants’ needs rather than fitting the designs of trespassers ignorant of your ways.”

You were not expecting the runes to yield an apology. Certainly, these ancient beings must have had at least a little time to rue their achievements before the end came.

These powerful beings may have destroyed a portion of Katapesh long ago, but they reference a latent power that no doubt interests the Pactmasters. How is it, though, that Krimiltuk knew of this place? No matter; you have a bargain to uphold, and you know that something in this pyramid should grant access to the other three “stars.” Each hallway extends for hundreds of feet, though from the size of the pyramid’s exterior, you’re sure that the inside shouldn’t be this large.

As you explore one hall, you find a pedestal from which a strange figurine has toppled. As you place it back on the pedestal, the entire hall begins to hum and glow. Is this the start of some puzzle? You remove the tiny statue, and the humming stops. But in its place, you can hear the ominous footsteps of something wandering the pyramid. The doesn’t seem to be much time to solve this particular riddle!

During This Scenario:
At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Setup:
After building the location decks, make a stack of the loots Bronze Sentinel and Life Lantern and a number of Elusive Knowledge henchmen equal to the number of players.

Shuffle 1 card from this stack into each location deck.

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Life Lantern and 1 character may temporarily replace 1 item in his deck with the loot Pharaoh’s Key.

At the end of each scenario, return the loot to the game box.

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

Extra Henchman: Elusive Knowledge:

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.


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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Extra Henchman: Elusive Knowledge:

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

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:
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.

Spoiler:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.

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:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

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.

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

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

Spoiler:
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.

Spoiler:
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.

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

Weapons
Spoiler:
Axe of the Imperative
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

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

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

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.

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

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

Spoiler:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.

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

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

Spoiler:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After 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.

Armors
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:
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:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
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:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

Spoiler:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.

Spoiler:
Cenovath
MM
Item 5
Traits:
Object
Magic
Mummy
To Acquire:
Intelligence
Wisdom
Survival 14
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

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

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

Spoiler:
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.

Blessings
Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or 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 Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her 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 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 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:

Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Location #2: 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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #4: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: 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: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

Location #6: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Location #7: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None


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

Alase - 4-5D: Temple of Light and Metal

Starting Location Altar of Riddles
Loot
None
may reserve right to get something from trader but will most likely decline
Traders - Sunburst Trader will add Ubashki to deck and put Fly into Box

Favored Card - Item

"

Alase wrote:

Hand: Vampire Bat, The Eclipse, Blessing of Abraxas, Infernal Healing, Divine Fortune, Blessing of the Seventh Veil, Binder's Tome, Channel the Gift, Tonbarse,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Twin, Bound Imp, Fire Snake, The Healing Light, Shield Cloak, Pharasma's Knowing, Create Mindscape, Ubashki, The First, Cleric of Nethys, Scrying, Steal Soul#Core, Samisen of Oracular Vision
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.

"


Ahmotep will start at the Altar of Riddles with Alase.

Upgrade Blessing of Pharasma to Blessing of Nethys

Loot:
-Vision (replacing Channel the Gift)
-Golden Serpent Armband (replacing Sapphire of Intelligence)
-Blessing of Isis (replacing Blessing of Iomedae)

Ahmotep wrote:

Hand: Staff of Dark Flames, Vision, Remove Curse, Fire Snake, Evocation Staff, Staff of Heaven and Earth, Blessing of Nethys,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Altar of Riddles
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ice and Fire, Blessing of Isis, Staffbearer, Death's Touch, Create Mindscape, Blessing of Sivanah, Blessing of Maat, Golden Serpent Armband, Coordinated Blast, Spellsword +2, Blackcloth Armor, Cleric of Nethys, Blessing of the Seventh Veil
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.

Dark Archive

Start at #4: Silver Forge

Card Upgrade
Bloodroot Poison (AD3) in, Helpful Haversack out

Loot
- Sun Falcon Pectoral in , Belt of Physical Prowess out
- Blessing of Maat (AD2) in, Blessing of Erastil out
- Maftet Hunter, Raccoon out out

Trader
Sunburst Market: td Stained Glass Elemental in, Spyglass out

"

Merisiel wrote:

Hand: Limning Starknife, Belt of Physical Might, Master of Masters, Shock Kukri, lt Sun Falcon Pectoral, Keen Spiked Chain,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant: Any support 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): Masterwork Tools, lt Blessing of Maat, Bloodroot Poison, Blessing of Milani, Cerulean Mastermind, Swipe, lt Maftet Hunter, td Stained Glass Elemental, Skoan-Quah Boneslayer, Blessing of Abadar (2), lt Unwrapped Harmony, Blessing of Abadar, Deathbane Throwing Axe, Compass, Impervious Chain Shirt
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 ☐ 7
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.
[X] Add 2 to your noncombat check to defeat a barrier ([X] 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

"


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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Extra Henchman: Elusive Knowledge:

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

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:
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:
Kalnaka
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.

Spoiler:
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.

Spoiler:
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.

Spoiler:
Mummy
MM
Monster 4
Traits:
Undead
Mummy
To Defeat:
Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
If undefeated, bury your discard pile.

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

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

Spoiler:
Tar Tomb
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire 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:
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:
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:
Axe of the Imperative
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

Spoiler:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

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:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.

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

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:
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:
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:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
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:
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.

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

Items
Spoiler:
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:
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:
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:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

Spoiler:
Ring of Stony Flesh
MM
Item 5
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

Allies
Spoiler:
Cloud Elemental
MM
Ally 5
Traits:
Outsider
Elemental
Electricity
To Acquire:
Wisdom
Survival 11
Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
When the scenario ends, if this card is displayed, discard it.

Spoiler:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Spoiler:
Sophronia
MM
Ally 4
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

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

Blessings
Spoiler:
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
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 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.

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.

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 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
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Hourglass Card 3 Alase/Zalarian:
Spoiler:
Hourglass Card 3 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 4 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
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 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 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 Alase/Zalarian:
Spoiler:
Hourglass Card 7 Alase/Zalarian
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 8 Merisiel/Matsu_Kurisu
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 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 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 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 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 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 Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 18 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 18 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 19 Alase/Zalarian:
Spoiler:
Hourglass Card 19 Alase/Zalarian
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location 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 20 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 Merisiel/Matsu_Kurisu
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 21 Alahazra/Kulko:
Spoiler:
Hourglass Card 21 Alahazra/Kulko
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, 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 22 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 22 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 23 Alase/Zalarian:
Spoiler:
Hourglass Card 23 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 24 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 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 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.
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 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 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.

Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian, None

Altar of Riddles Card 1:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Altar of Riddles Card 2:
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.
Altar of Riddles Card 3:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Altar of Riddles Card 4:
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.
Altar of Riddles Card 5:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.
Altar of Riddles Card 6:
Chest of Keeping
MM
Item 5
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Knowledge
Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
Altar of Riddles Card 7:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Altar of Riddles Card 8:
Mummy Golem
MM
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Altar of Riddles Card 9:
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.
Altar of Riddles Card 10:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Blindness.
Altar of Riddles Card 11:
Tephu Librarian
MM
Henchman 3
Type: Monster
Traits:
Construct
To Defeat:
Combat
Wisdom
Knowledge
Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits.
Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
If undefeated, move to a random other location.
If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Location #2: 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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None
Ruined Temple Card 1:
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.
Ruined Temple Card 2:
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.
Ruined Temple Card 3:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Ruined Temple Card 4:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
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.
Ruined Temple Card 5:
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.
Ruined Temple Card 6:
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.
Ruined Temple Card 7:
Keferuzagra
MM
Henchman 4
Type: Monster
Traits:
Dragon
Electricity
To Defeat:
Combat 11
THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
After you act, bury all allies in your discard pile and recharge all allies in your hand.
Ruined Temple Card 8:
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 9:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Ruined Temple Card 10:
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.
Ruined Temple Card 11:
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.

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Stonework Passages Card 1:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Stonework Passages Card 2:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Stonework Passages Card 3:
Elegiac Compass
MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario.
Stonework Passages Card 4:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw 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 14 check to recharge this card instead of discarding it.
Stonework Passages Card 5:
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.
Stonework Passages Card 6:
Bronze Sentinel
MM
Loot 4
Type: Armor
Traits:
Heavy Armor
Construct
Magic
To Acquire:
None
Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
Stonework Passages 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.
Stonework Passages Card 8:
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.
Stonework Passages Card 9:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.
Stonework Passages Card 10:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Stonework Passages Card 11:
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.

Location #4: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, None
Silver Forge Card 1:
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.
Silver Forge Card 2:
Life Lantern
MM
Loot 5
Type: Item
Traits:
Object
Attack
Magic
Divine
To Acquire:
None
For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
Silver Forge Card 3:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Silver Forge Card 4:
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.
Silver Forge Card 5:
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.
Silver Forge Card 6:
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.
Silver Forge Card 7:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Silver Forge 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.
Silver Forge Card 9:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
Silver Forge Card 10:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Silver Forge Card 11:
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.

Location #5: 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: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Great Library of Tephu Card 1:
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 2:
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.
Great Library of Tephu Card 3:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Great Library of Tephu Card 4:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.
Great Library of Tephu Card 5:
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.
Great Library of Tephu Card 6:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Great Library of Tephu Card 7:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Great Library of Tephu Card 8:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Great Library of Tephu Card 9:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Great Library of Tephu Card 10:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Great Library of Tephu Card 11:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.

Location #6: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Sculptors Lair Card 1:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Sculptors Lair Card 2:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.
Sculptors Lair Card 3:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Sculptors Lair Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sculptors Lair Card 5:
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.
Sculptors Lair Card 6:
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.
Sculptors Lair Card 7:
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.
Sculptors Lair Card 8:
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.
Sculptors Lair Card 9:
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.
Sculptors Lair Card 10:
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.

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

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: 2 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Cards Not In the Box Card 4:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
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 6:
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.


Alahazras Deckhandler

Starting at Altar of Riddles
Starting Hand:

Alahazra wrote:

Hand: Lifecollar Coat, Staff of Dark Flame, Create Mindscape, Blessing of the Spellbound, Channel the Gift, Flame Staff (Core), Riftwarden,

Displayed:
Deck: 14 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): Major Cure, Find Traps, Druid of the Flame, Blessing of Pharasma, Eruption (loot), Blessing of Sivanah, Blessing of Qi Zhong, Imp, Life Drain, Hand of the Honest Man (Loot), Volcanic Storm, Blessing of Abadar, Magnetic Grimoire
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Turn 1: Alahazra
The Hour is Blessing of the Ancients

SoT
Name Blessing and examine top card - Eternal Captives (Barrier-4)
We don't want Alase and Ahmotep here when I encounter this.
Move to stonework passages
Free Explore

Elder Ice Elemental:

MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

nly want to play 1 card so ByA not needed
Reveal Flame Staff

CtD Combat 16: 1d10 + 7 + 1d4 + 2d8 ⇒ (1) + 7 + (3) + (6, 6) = 23 Defeated, Banish for now

End of turn
No change to Hand

Upkeep:
Altar of Riddles #1 Examined
Stonework Passages #1 defeated


Turn Order: Alahazra, Ahmotep, Alase, Merisiel
Out of Turn Updates: Kulko recharges Eternal Captives into a location.

Turn: Turn 2 - Blessing of the Elements Using Alahazra's blessing.

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: Examine top card of Location deck. Examine Disable Mechanism. Recharge into Great Library of Tephu.

Then will choose Blessing and examine top card of location. Examine Blessing of the Lady of Graves. Draw it!

Blessing of the Lady of Graves:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Move: Stay at Altar of Riddles

Explore: Giant Slug

Giant Slug:
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.

Wisdom 6: 1d6 ⇒ 4

Not acquired. Discard Blessing of Nethys to examine top 2 cards of location, then put them back in any order, then explore.

-Thousand Stings Whip
-Chest of Keeping

Keep in that order.

Explore 2: Thousand Stings Whip

Thousand Stings Whip:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

Melee 11: 1d8 + 5 ⇒ (7) + 5 = 12

Recharge Remove Curse to add 2 -> 14. Acquired!

End Turn: Reset Hand.

Recovery:

[u]Summary[/u]:
Move: Altar of Riddles
Acquired: Altar of Riddles Cards 3,5: Blessing of the Lady of Graves, Thousand Stings Whip
Banished: Altar of Riddles Card 4: Giant Slug
Examined: Altar of Riddles Cards 2,6: Disable Mechanism (recharged into Great Library of Tephu), Chest of Keeping
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: Staff of Dark Flames, Thousand Stings Whip, Vision, Fire Snake, Evocation Staff, Staff of Heaven and Earth, Blessing of the Lady of Graves,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Altar of Riddles
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Create Mindscape, Ice and Fire, Coordinated Blast, Blessing of the Seventh Veil, Death's Touch, Blackcloth Armor, Staffbearer, Cleric of Nethys, Blessing of Isis, Spellsword +2, Golden Serpent Armband, Blessing of Sivanah, Blessing of Maat
Recharged: Remove Curse,
Discard Pile: Blessing of Nethys,
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: Assume that Eternal Captives is recharged to Stonework passages; display tonbarse at altar of riddles

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

Turn: 3 - Hourglass Card 2 Ahmotep/MauveAvenger Blessing of Osiris
SOT: choose Item and examine location: draw chest of keeping.
Examine card (Altar of Riddles Card 7: Elusive Knowledge TRIGGER), it is displayed next to scenario
Examine top card of Tonbarse location (Altar of Riddles Card 8: Mummy Golem) as well as bottom card (Altar of Riddles Card 11: Tephu Librarian L3), Choose not to shuffle location and Draw Tonbarse to hand.
display chest of keeping

Give Card: None
Move: Stay at altar of Riddles
Location Powers: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.

Display Infernal Healing and Tonbarse

Explore: Altar of Riddles Card 8: Mummy Golem

Mummy Golem:

MM
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat has the Fire trait, add 1d8.

Tonbarse lunges and attacks! 0
use tonbarse to recharge divine favor;Recharge Blessing of Abraxus to bless twice
Tonbarse Melee Arcane+# CHA Combat Check DC 18: 1d10 + 6 + 5 + 2d10 ⇒ (4) + 6 + 5 + (9, 8) = 32 Monster defeated; discard bat to explore
Explore: Altar of Riddles Card 9: 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.

Untrained Skill Check DC 5: 1d4 + 0 ⇒ (2) + 0 = 2 No Success

Will send channel the gift for Ahmotep to draw spell of choice

Reminder of Scenario changes:

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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:
Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Alase ends her turn.
Examine top card of Tonbarse location Altar of Riddles Card 10: Pharaoh's Altar TRIGGER) - gain a scourge
Random Roll: 1d8 + 1 ⇒ (3) + 1 = 4 Curse of Daybane
as well as bottom card (L3 Henchman), choose not to shuffle location and Draw Tonbarse to hand and then display next to ruined temple and move there

SOT/EOT Power:
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.)

Alase attempts to recover all cards in their Recovery pile.

Channel the Gift: Arcane 14: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 -> Channel the Gift discarded.

Alase resets her hand.

"

Alase wrote:

Hand: Ubashki, The Eclipse, The Twin, Fire Snake, Scrying, Blessing of the Seventh Veil, Binder's Tome, Shield Cloak,

Displayed: Tonbarse, Infernal Healing, Curse of Daybane, Chest of Keeping,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 3
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The First, Cleric of Nethys, The Healing Light, Samisen of Oracular Vision, Create Mindscape, Pharasma's Knowing, Steal Soul#Core, Bound Imp
Recharged: Divine Fortune, Blessing of Abraxas,
Discard Pile: Vampire Bat, Channel the Gift,
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.

"

[u]Summary[/u]
Current Location: Ruined Temple Tonbarse is at Location Ruined Temple
Acquired: Chest of Keeping
Banished: Mummy
Examined: L3 and L5 cards are at Altar of Riddles
Random Card(s) Used: None
Displayed: Altar of Riddles Card 7: Elusive Knowledge
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 scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Extra Henchman: Elusive Knowledge (Displayed: 1/4):

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

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:
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.

Spoiler:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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:
Plasma Ooze
MM
Monster 5
Traits:
Ooze
Electricity
Fire
To Defeat:
Combat 20
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
Before you act, succeed at a Strength 13 check or discard a weapon.

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

Spoiler:
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:
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:
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.

Weapons
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:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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. If not proficient with weapons, the difficulty of this check is increased by 4.

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.

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

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

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

Spoiler:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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.

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

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

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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.

Items
Spoiler:
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.

Spoiler:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.

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:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

Spoiler:
Ring of Stony Flesh
MM
Item 5
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

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

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

Spoiler:
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:
Cloud Elemental
MM
Ally 5
Traits:
Outsider
Elemental
Electricity
To Acquire:
Wisdom
Survival 11
Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
When the scenario ends, if this card is displayed, discard it.

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

Spoiler:
Blessing of 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 Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Spoiler:
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 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.

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 2 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 3 Alase/Zalarian:
Spoiler:
Hourglass Card 3 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 4 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 4 Merisiel/Matsu_Kurisu
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 5 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 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 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 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 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 11 Alase/Zalarian:
Spoiler:
Hourglass Card 11 Alase/Zalarian
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 12 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 12 Merisiel/Matsu_Kurisu
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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.
Hourglass Card 14 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 14 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 15 Alase/Zalarian:
Spoiler:
Hourglass Card 15 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 16 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 16 Merisiel/Matsu_Kurisu
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 17 Alahazra/Kulko:
Spoiler:
Hourglass Card 17 Alahazra/Kulko
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 18 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 18 Ahmotep/MauveAvenger
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 19 Alase/Zalarian:
Spoiler:
Hourglass Card 19 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 20 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 20 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 21 Alahazra/Kulko:
Spoiler:
Hourglass Card 21 Alahazra/Kulko
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 22 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 22 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 23 Alase/Zalarian:
Spoiler:
Hourglass Card 23 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 24 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 24 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 25 Alahazra/Kulko:
Spoiler:
Hourglass Card 25 Alahazra/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 26 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 26 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.

Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
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: Ahmotep/MauveAvenger, None

Altar of Riddles Card 1 (Pharaoh's Altar):
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Blindness.
Altar of Riddles Card 2 (Tephu Librarian):
Tephu Librarian
MM
Henchman 3
Type: Monster
Traits:
Construct
To Defeat:
Combat
Wisdom
Knowledge
Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits.
Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
If undefeated, move to a random other location.
If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Location #2: 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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Alase/Zalarian, None
Ruined Temple Card 1:
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.
Ruined Temple Card 2:
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.
Ruined Temple Card 3:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Ruined Temple Card 4:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
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.
Ruined Temple Card 5:
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.
Ruined Temple Card 6:
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.
Ruined Temple Card 7:
Keferuzagra
MM
Henchman 4
Type: Monster
Traits:
Dragon
Electricity
To Defeat:
Combat 11
THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
After you act, bury all allies in your discard pile and recharge all allies in your hand.
Ruined Temple Card 8:
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 9:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Ruined Temple Card 10:
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.
Ruined Temple Card 11:
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.

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Kulko, None
Stonework Passages Card 1:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Stonework Passages Card 2:
Elegiac Compass
MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario.
Stonework Passages Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw 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 14 check to recharge this card instead of discarding it.
Stonework Passages Card 4:
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.
Stonework Passages Card 5:
Bronze Sentinel
MM
Loot 4
Type: Armor
Traits:
Heavy Armor
Construct
Magic
To Acquire:
None
Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
Stonework Passages Card 6:
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.
Stonework Passages Card 7:
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.
Stonework Passages Card 8:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.
Stonework Passages Card 9:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Stonework Passages Card 10:
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.
Stonework Passages Card 11 (Eternal Captives):
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

Location #4: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, None
Silver Forge Card 1:
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.
Silver Forge Card 2:
Life Lantern
MM
Loot 5
Type: Item
Traits:
Object
Attack
Magic
Divine
To Acquire:
None
For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
Silver Forge Card 3:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Silver Forge Card 4:
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.
Silver Forge Card 5:
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.
Silver Forge Card 6:
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.
Silver Forge Card 7:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Silver Forge 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.
Silver Forge Card 9:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
Silver Forge Card 10:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Silver Forge Card 11:
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.

Location #5: 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: 2 Ba: 1 W: 0 Sp: 4 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Great Library of Tephu Card 1:
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 2:
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.
Great Library of Tephu Card 3:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Great Library of Tephu Card 4:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.
Great Library of Tephu Card 5:
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.
Great Library of Tephu Card 6:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Great Library of Tephu Card 7:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Great Library of Tephu Card 8:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Great Library of Tephu Card 9:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Great Library of Tephu Card 10:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Great Library of Tephu Card 11:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Great Library of Tephu Card 12 (Disable Mechanism):
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.

Location #6: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Sculptors Lair Card 1:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Sculptors Lair Card 2:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.
Sculptors Lair Card 3:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Sculptors Lair Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sculptors Lair Card 5:
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.
Sculptors Lair Card 6:
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.
Sculptors Lair Card 7:
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.
Sculptors Lair Card 8:
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.
Sculptors Lair Card 9:
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.
Sculptors Lair Card 10:
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.

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

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: 2 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Cards Not In the Box Card 4:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
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 6:
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.

Dark Archive

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

Out of turn updates

Hour = 4 Merisiel/Matsu_Kurisu: Blessing of Wadjet

Start of Turn
At: #4: Silver Forge

Scenario.SoT Examine = 1: The Evil Eye, Barrier B, Trigger Ouch
When you examine this card, suffer a scourge then banish this card.
scourge: 1d8 + 1 ⇒ (4) + 1 = 5 5: Curse of the Ravenous

Give: No
Move: No

At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.

Free explore = 2: Life Lantern. Loot 5 Type: Item
Loot not meant to be here. Banished & replaced
I1: Canteen, Item B: Intelligence 6

Spoiler:
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.

1d4 says Nope. Banished

Recharge lt Sun Falcon Pectoral explore = 3: Sky Pharaoh Guardian, Henchman 5: Combat 21

Spoiler:
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.

may not play: 1d6 ⇒ 1 Weapons Ouch :-(. Not happening
Evaded

End of Turn
Curse of the Ravenous: 1d4 ⇒ 2 ( No discard)
1. weapons and spells, 2. items, 3. allies, 4. blessings

Recovery

Reset
Discard
Draw Bloodroot Poison

Summary
Location = #4: Silver Forge Random (3-11)
Acquired =
Banished = 1: The Evil Eye, 2: Life Lantern, I1: Canteen
Examined = 3: Sky Pharaoh Guardian
Displayed =
Added =

Displayed =

From Box = I1: Canteen

Give =
Used =

Other =

"

Merisiel wrote:

Hand: Limning Starknife, Belt of Physical Might, Master of Masters, Shock Kukri, Bloodroot Poison, Keen Spiked Chain,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 7 // Merisiel has the following scourges marked:
Curse of the Ravenous:
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


NOTES:
Available Support: Distant: Any support 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): Masterwork Tools, Skoan-Quah Boneslayer, Compass, Cerulean Mastermind, Deathbane Throwing Axe, Blessing of Abadar (2), lt Maftet Hunter, Swipe, lt Blessing of Maat, Impervious Chain Shirt, Blessing of Abadar, Blessing of Milani, td Stained Glass Elemental, lt Unwrapped Harmony
Recharged: lt Sun Falcon Pectoral,
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 ☐ 7
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.
[X] Add 2 to your noncombat check to defeat a barrier ([X] 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

SoT
At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck. - Trigger

Collapsing Sphinx:

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

Recharge Hand and reset Hand
Mental Damage: 1d4 ⇒ 2 Magnetic Grimoire and Volcaninc Storm
Free explore - The sphinx again
Discard Bo Milani to bless twice

CtD Wisdom 12: 3d8 + 2 ⇒ (3, 2, 7) + 2 = 14 Defeated Recharge in Location 1 (unless its bad to put trigger cards in there)

Discard Druid of the Flame to explore

Elegiac Compass:

MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario.

Autofail Display next to location

End of turn
reset Hand

Alahazra wrote:

Hand: Eruption (loot), Find Traps, Hand of the Honest Man (Loot), Imp, Major Cure, Life Drain, Blessing of Pharasma,

Displayed:
Deck: 10 Discard: 4 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, Blessing of Qi Zhong, Blessing of Sivanah
Recharged: Lifecollar Coat, Staff of Dark Flame, Create Mindscape, Blessing of the Spellbound, Channel the Gift, Flame Staff (Core), Riftwarden,
Discard Pile: Magnetic Grimoire, Volcanic Storm, Blessing of Milani, Druid of the Flame,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Stonework passage #1 Moved to Location #1
Stonework Passages #2 Displayed at location


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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Extra Henchman: Elusive Knowledge (Displayed: 1/4):

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 6, Ahmotep/MauveAvenger

Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Kalnaka
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.

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

Spoiler:
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.

Spoiler:
Plasma Ooze
MM
Monster 5
Traits:
Ooze
Electricity
Fire
To Defeat:
Combat 20
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
Before you act, succeed at a Strength 13 check or discard a weapon.

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

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

Spoiler:
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.

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

Spoiler:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

Weapons
Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spells
Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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

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

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

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:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire 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:
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.

Items
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:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

Spoiler:
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.

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

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

Spoiler:
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:
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:
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:
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 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 Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
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 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: 24

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 Alase/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Merisiel/Matsu_Kurisu
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 Alahazra/Kulko:
Spoiler:
Hourglass Card 3 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 4 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 4 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 5 Alase/Zalarian:
Spoiler:
Hourglass Card 5 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 6 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 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 7 Alahazra/Kulko:
Spoiler:
Hourglass Card 7 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 8 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 8 Ahmotep/MauveAvenger
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 9 Alase/Zalarian:
Spoiler:
Hourglass Card 9 Alase/Zalarian
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 10 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Merisiel/Matsu_Kurisu
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 11 Alahazra/Kulko:
Spoiler:
Hourglass Card 11 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 12 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 12 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 13 Alase/Zalarian:
Spoiler:
Hourglass Card 13 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 14 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 Merisiel/Matsu_Kurisu
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 15 Alahazra/Kulko:
Spoiler:
Hourglass Card 15 Alahazra/Kulko
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 16 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 16 Ahmotep/MauveAvenger
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 17 Alase/Zalarian:
Spoiler:
Hourglass Card 17 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 18 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 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 19 Alahazra/Kulko:
Spoiler:
Hourglass Card 19 Alahazra/Kulko
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 20 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 20 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Alase/Zalarian:
Spoiler:
Hourglass Card 21 Alase/Zalarian
Blessing of 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 22 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 22 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 23 Alahazra/Kulko:
Spoiler:
Hourglass Card 23 Alahazra/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 24 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.

Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, Collapsing Sphinx (#4), Tephu Librarian (#3), Pharaoh's Altar (#5)

Altar of Riddles Card 1:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Altar of Riddles Card 2 (Pharaoh's Altar):
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Blindness.
Altar of Riddles Card 3 (Tephu Librarian):
Tephu Librarian
MM
Henchman 3
Type: Monster
Traits:
Construct
To Defeat:
Combat
Wisdom
Knowledge
Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits.
Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
If undefeated, move to a random other location.
If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Location #2: 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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Alase/Zalarian, None
Ruined Temple Card 1:
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.
Ruined Temple Card 2:
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.
Ruined Temple Card 3:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Ruined Temple Card 4:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
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.
Ruined Temple Card 5:
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.
Ruined Temple Card 6:
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.
Ruined Temple Card 7:
Keferuzagra
MM
Henchman 4
Type: Monster
Traits:
Dragon
Electricity
To Defeat:
Combat 11
THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
After you act, bury all allies in your discard pile and recharge all allies in your hand.
Ruined Temple Card 8:
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 9:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Ruined Temple Card 10:
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.
Ruined Temple Card 11:
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.

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Kulko,
Elegiac Compass:

MM Henchman 2
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Stonework Passages Card 1:
Elegiac Compass
MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario.
Stonework Passages Card 2:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw 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 14 check to recharge this card instead of discarding it.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
Bronze Sentinel
MM
Loot 4
Type: Armor
Traits:
Heavy Armor
Construct
Magic
To Acquire:
None
Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
Stonework Passages Card 5:
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.
Stonework Passages Card 6:
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.
Stonework Passages Card 7:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.
Stonework Passages Card 8:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Stonework Passages Card 9:
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.
Stonework Passages Card 10 (Eternal Captives):
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

Location #4: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, Sky Pharaoh Guardian
Silver Forge Card 1:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Silver Forge Card 2:
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.
Silver Forge Card 3:
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.
Silver Forge Card 4:
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.
Silver Forge Card 5:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
Silver Forge Card 6:
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.
Silver Forge Card 7:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Silver Forge Card 8:
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.
Silver Forge Card 9:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

Location #5: 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: 2 Ba: 1 W: 0 Sp: 4 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None
Great Library of Tephu Card 1:
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 2:
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.
Great Library of Tephu Card 3:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Great Library of Tephu Card 4:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.
Great Library of Tephu Card 5:
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.
Great Library of Tephu Card 6:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Great Library of Tephu Card 7:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Great Library of Tephu Card 8:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Great Library of Tephu Card 9:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Great Library of Tephu Card 10:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Great Library of Tephu Card 11:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Great Library of Tephu Card 12 (Disable Mechanism):
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.

Location #6: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Sculptors Lair Card 1:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Sculptors Lair Card 2:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.
Sculptors Lair Card 3:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Sculptors Lair Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sculptors Lair Card 5:
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.
Sculptors Lair Card 6:
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.
Sculptors Lair Card 7:
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.
Sculptors Lair Card 8:
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.
Sculptors Lair Card 9:
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.
Sculptors Lair Card 10:
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.

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

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: 2 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Cards Not In the Box Card 4:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
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 6:
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.


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

Turn: Turn 6 - Blessing of the Ancients

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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.

SOT: Examine top card of Location deck. Examine Collapsing Sphinx

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

Recharge hand, reset hand, then take 1d4 ⇒ 2 Mental damage. Discard Staffbearer and Coordinated Blast.

Then will choose Blessing and examine top card of location. Examine Collapsing Sphinx again.... Recharge hand, reset hand, then take 1d4 ⇒ 3 Mental damage. Discard Remove Curse, Death's Touch, and Create Mindscape.

Move: Move to Great Library of Tephu

Explore: Find Traps

Find Traps:
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.

Wisdom 6: 1d6 ⇒ 6

End Turn: Reset Hand.

Recovery:

[u]Summary[/u]:
Move: Altar of Riddles -> Great Library of Tephu
Acquired: Great Library of Tephu Card 1: Find Traps
Banished: N/a
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: Spellsword +2, Ice and Fire, Find Traps, Golden Serpent Armband, Blessing of the Seventh Veil, Staff of Dark Flames, Thousand Stings Whip,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Current Location: Great Library of Tephu
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Vision, Fire Snake, Evocation Staff, Staff of Heaven and Earth, Blessing of the Lady of Graves, Blessing of Sivanah, Blessing of Maat, Cleric of Nethys, Blackcloth Armor, Blessing of Isis,
Discard Pile: Blessing of Nethys, Staffbearer, Coordinated Blast, Remove Curse, Death's Touch, Create Mindscape,
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 Stonework Passages

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

Turn: 7 - Hourglass Card 1 Alase/Zalarian Blessing of the Elements
SOT: Examine top card of Tonbarse location (one doesn't examine displayed card (Elegiac Compass so Stonework Passages Card 2: Channel the Gift ) as well as bottom card (Stonework Passages Card 10 (Eternal Captives)), Choose not to shuffle location and Draw Tonbarse to hand.
Examine card (Ruined Temple Card 1: Guecubu), if not trigger recharge to open location (Ruined Temple)

Give Card: None
Move: Ruined Temple -> Stonework Passages
Location Powers: Damage dealt to you is reduced by 1.

Since curse of the daybane is in effect, ask Alahazra to discard spell to remove

Explore: spoiler]Stonework Passages Card 1: Elegiac Compass

Elegiac Compass:

MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario

Will use Fire Snake for craft, tome
Arcane CHA Check DC 11/17: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 Success but overshot
Random Scourge: 1d8 + 1 ⇒ (8) + 1 = 9 Curse of Blindness..I don't think this is bad since he are doing good on time
Scenario power overrules card power, Will choose to shuffle Elegiac Compass into Altar of Riddles

Will discard The Twin to explore
Explore: Stonework Passages Card 2: Channel the Gift

Channel the Gift:

MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw 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 14 check to recharge this card instead of discarding it.

Arcane CHA Check DC 12: 1d10 + 6 + 1d4 ⇒ (10) + 6 + (2) = 18 Success; will use on Alahazra to draw spell of choice

Will send Scrying to recover and examine/order cards
Stonework Passages Card 3: Blast Glyph TRIGGER
Arcane CHA Check DC 10: 1d10 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11 Success no damage
Stonework Passages Card 4: Bronze Sentinel
Stonework Passages Card 5: Shocking Scimitar +2
Put Scimitar on top, followed by Bronze Sentinel followed by Blast Glyph

Reminder of Scenario changes:

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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:
Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Alase ends her turn burying Bat to heal 1.
Alase is healed for 1: (The Twin). Deck shuffled.

Examine top card of Tonbarse location Scimitar) as well as bottom card (Eternal Captives), choose not to shuffle location and Draw Tonbarse to hand

SOT/EOT Power:
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.)

Alase attempts to recover all cards in their Recovery pile.
Fire Snake: Arcane 8: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 -> Fire Snake recharged .
Scrying: Arcane 12: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15 -> Scrying recharged .
Channel the Gift 2: Arcane 14: 1d10 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 -> Channel the Gift 2 discarded.

Alase resets her hand.

"

Alase wrote:

Hand: Shield Cloak, Binder's Tome, Ubashki, The Eclipse, Blessing of the Seventh Veil, Blessing of Abraxas, Steal Soul#Core, Tonbarse,

Displayed: Infernal Healing, Curse of Blindness, Chest of Keeping,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 3
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Healing Light, Samisen of Oracular Vision, Cleric of Nethys, Divine Fortune, The Twin, Pharasma's Knowing, Bound Imp, The First, Create Mindscape
Recharged: Fire Snake, Scrying,
Discard Pile: Channel the Gift, Channel the Gift 2,
Buried Pile: Vampire Bat,

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: Stonework Passages Tonbarse is in my hand at Location YYYY
Acquired: Channel the Gift
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: spell from Alahazra is discarded but curse of daybane is drawn to hand
Actions needed by other Player(s): Ruined Temple Card 1: Guecubu is recharged at Ruined Temple
Stonework Passages Card 1: Elegiac Compass is shuffled into Altar of Riddles
order of Stonework passages is changes with following:
Stonework Passages Card 5: Shocking Scimitar +2
Stonework Passages Card 4: Bronze Sentinel
Stonework Passages Card 3: Blast Glyph
Alahazra can search deck to draw a spell

Dark Archive

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

Out of turn updates

Hour = 2 Merisiel/Matsu_Kurisu: Blessing of Abadar

Start of Turn
At: #4: Silver Forge

Scenario.SoT Examine = Silver Forge Card 1: Sky Pharaoh Guardian - Recharge @ Silver Forge

Give: No
Move: No

At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.

Display Bloodroot Poison

Free explore = 2: Staff of Dark Flame, Weapon 3: Strength 12

Spoiler:
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.

Take 0 banished

Discard Master of Masters, explore, may reroll any 1s = 3: Khelru, Ally 1: Charisma 9

Spoiler:
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.

Alase displays Tonbarse
Charisma 1d6+1, Alase recharges Blessing of the Seventh Veil +2d6
Charisma 9: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (6, 5) = 14 Acquired. shuffle it into #1: Altar of Riddles

End of Turn
Curse of the Ravenous: 1d4 ⇒ 2 ( No items)
1. weapons and spells, 2. items, 3. allies, 4. blessings

Elusive Knowledge = Not yet

Recovery

Reset
Discard
Draw Cerulean Mastermind, Skoan-Quah Boneslayer

Summary
Location = #4: Silver Forge Random (2-9,1)
Acquired =
Banished = 2: Staff of Dark Flame
Examined = 1: Sky Pharaoh Guardian
Displayed =
Added = shuffle 3: Khelru, Ally 1 into #1: Altar of Riddles

Displayed =

From Box =

Give =
Used = Alase displays Tonbarse, Alase recharges Blessing of the Seventh Veil

Other =

"

Merisiel wrote:

Hand: Limning Starknife, Shock Kukri, Keen Spiked Chain, Belt of Physical Might, Cerulean Mastermind, Skoan-Quah Boneslayer,

Displayed: Bloodroot Poison,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant: Any support 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, Impervious Chain Shirt, lt Unwrapped Harmony, lt Maftet Hunter, td Stained Glass Elemental, Masterwork Tools, Blessing of Abadar (2), Blessing of Milani, Blessing of Abadar, Compass, Swipe, Deathbane Throwing Axe
Recharged: lt Sun Falcon Pectoral,
Discard Pile: Master of Masters,
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 ☐ 7
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.
[X] Add 2 to your noncombat check to defeat a barrier ([X] 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

Offturn
Discard Life Drain to dispel curse from ALase, Draw Curse of Daybane to hand
Draw Create Mindscape

Turn 9: Alahazra
The Hour is Blessing of Bastet

SoT
Examine top card Calling Weapon
Surprisingly Find Scimitar and draw it
No cards I can handle at to deck so move to Great Library
Free Explore

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.

Cast Create Mindscape
CtA Dip 8: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 Aquired

Recharge Bo
Pharasma to examine top two cards of location
Sky Pharaoh Guardian - Henchman 5
Bonecrusher Chieftain - Trigger

Bonecrusher Chieftain:

MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.

Cast Eruption
CtD Combat 15: 1d10 + 7 + 4d6 + 1d4 ⇒ (10) + 7 + (5, 4, 4, 2) + (3) = 35 Banished

Discard Imp to draw 2 cards- Blessing of Sivannah and Blessing of Abadar

Recharge BoSilvannah to examine top 2 cards
The pharao again and Mistform (Spell 3)

Discard Minnothet to explore

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.

CtA Divine 10: 1d10 + 7 + 1d4 ⇒ (6) + 7 + (1) = 14 Aquired

Recharge BoAbadar to examine top two cards
Pharao and Holy Word Trap (trigger)

Holy Word Trap:

MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

discard Curse of Daybane then Encounter Trap
Recharge Hand of honest Man to add 1 die
Cast Mistform to add 2 Dice

CtD Divine 11: 4d10 + 7 + 1d4 ⇒ (5, 7, 10, 9) + 7 + (2) = 40 Defeated, Banished

Cast Major Cure
#Cards Healed: 1d4 + 2 ⇒ (3) + 2 = 5
Alahazra is healed for 5: (Curse of Daybane, Druid of the Flame, Blessing of Milani, Life Drain, Volcanic Storm). Deck shuffled.

Alahazra ends her turn.

Alahazra attempts to recover all cards in her Recovery pile.
Eruption (loot): Divine 13: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18 -> Eruption (loot) recharged .
Mistform: Divine 12: 1d10 + 7 + 1d4 ⇒ (4) + 7 + (4) = 15 -> Mistform recharged .
Major Cure: Divine 10: 1d10 + 7 + 1d4 ⇒ (4) + 7 + (1) = 12 -> Major Cure recharged .

Alahazra Discards Scimitar and resets her hand.

Alahazra wrote:

Hand: Riftwarden, Find Traps, Shocking Scimitar +2, Flame Staff (Core), Curse of Daybane, Blessing of Abadar, Blessing of Pharasma,

Displayed: Create Mindscape,
Deck: 14 Discard: 3 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 Qi Zhong, Staff of Dark Flame, Volcanic Storm, Blessing of Sivanah, Hand of the Honest Man (Loot), Druid of the Flame, Blessing of Milani, Lifecollar Coat, Channel the Gift, Blessing of the Spellbound
Recharged: Major Cure, Eruption (loot), Mistform,
Discard Pile: Magnetic Grimoire, Imp, Minnothet,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Library #2,5 acquired
Library #4,6 Banished
Library #3 Examined (now on top)


Alahazras Deckhandler

Suffered a scourge during my turn
Scourge: 1d8 + 1 ⇒ (4) + 1 = 5
discarded Find Trap to gte rid of it

Alahazra wrote:

Hand: Riftwarden, Curse of the Ravenous, Shocking Scimitar +2, Flame Staff (Core), Curse of Daybane, Blessing of Abadar, Blessing of Pharasma,

Displayed: Create Mindscape,
Deck: 14 Discard: 4 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): Druid of the Flame, Blessing of the Spellbound, Lifecollar Coat, Staff of Dark Flame, Channel the Gift, Blessing of Milani, Blessing of Sivanah, Life Drain, Hand of the Honest Man (Loot), Blessing of Qi Zhong
Recharged: Major Cure, Eruption (loot), Mistform,
Discard Pile: Magnetic Grimoire, Imp, Minnothet, Find Traps,
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 ([X] 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 ([X] 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 scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Extra Henchman: Elusive Knowledge (Displayed: 1/4):

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 10, Ahmotep/MauveAvenger

Scourge Table:

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

Random Cards:

Monsters
Spoiler:
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:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

Spoiler:
Kalnaka
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.

Barriers
Spoiler:
Shocking Chest
MM
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.

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

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

Spoiler:
Tar Tomb
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

Spoiler:
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.

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

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

Spoiler:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire 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:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
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+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.

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

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

Spoiler:
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:
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.

Spoiler:
Jolting Portent
MM
Spell 5
Traits:
Magic
Divine
Attack
Electricity
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Named Bullet
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

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:
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.

Spoiler:
Quickdraw Shield
MM
Armor 5
Traits:
Shield
Finesse
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.

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:
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:
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:
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.

Spoiler:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

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

Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, 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:
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.

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

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

Blessings
Spoiler:
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
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 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 Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Spoiler:
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: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 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 2 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 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 3 Alahazra/Kulko:
Spoiler:
Hourglass Card 3 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 4 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 4 Ahmotep/MauveAvenger
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 5 Alase/Zalarian:
Spoiler:
Hourglass Card 5 Alase/Zalarian
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 6 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Merisiel/Matsu_Kurisu
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 7 Alahazra/Kulko:
Spoiler:
Hourglass Card 7 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 8 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 8 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 9 Alase/Zalarian:
Spoiler:
Hourglass Card 9 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 10 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 Merisiel/Matsu_Kurisu
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 11 Alahazra/Kulko:
Spoiler:
Hourglass Card 11 Alahazra/Kulko
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 12 Ahmotep/MauveAvenger
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 13 Alase/Zalarian:
Spoiler:
Hourglass Card 13 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 14 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 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 15 Alahazra/Kulko:
Spoiler:
Hourglass Card 15 Alahazra/Kulko
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 16 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 16 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 17 Alase/Zalarian:
Spoiler:
Hourglass Card 17 Alase/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 18 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 18 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 19 Alahazra/Kulko:
Spoiler:
Hourglass Card 19 Alahazra/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 20 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 20 Ahmotep/MauveAvenger
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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 #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Collapsing Sphinx (#4), Tephu Librarian (#3), Pharaoh's Altar (#5), Khelru (#1), Elegiac Compass (#2)

Altar of Riddles 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.
Altar of Riddles Card 2:
Elegiac Compass
MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario.
Altar of Riddles Card 3:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Altar of Riddles Card 4 (Pharaoh's Altar):
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Blindness.
Altar of Riddles Card 5 (Tephu Librarian):
Tephu Librarian
MM
Henchman 3
Type: Monster
Traits:
Construct
To Defeat:
Combat
Wisdom
Knowledge
Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits.
Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
If undefeated, move to a random other location.
If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Location #2: 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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None
Ruined Temple Card 1:
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.
Ruined Temple Card 2:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Ruined Temple Card 3:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
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.
Ruined Temple Card 4:
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.
Ruined Temple Card 5:
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.
Ruined Temple Card 6:
Keferuzagra
MM
Henchman 4
Type: Monster
Traits:
Dragon
Electricity
To Defeat:
Combat 11
THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
After you act, bury all allies in your discard pile and recharge all allies in your hand.
Ruined Temple Card 7:
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 8:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Ruined Temple Card 9:
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.
Ruined Temple Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
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.
Ruined Temple Card 11 (Guecubu):
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.

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Alase/Zalarian,
Stonework Passages Card 1 (Bronze Sentinel):
Bronze Sentinel
MM
Loot 4
Type: Armor
Traits:
Heavy Armor
Construct
Magic
To Acquire:
None
Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
Stonework Passages Card 2 (Blast Glyph):
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.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.
Stonework Passages Card 5:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Stonework Passages Card 6:
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.
Stonework Passages Card 7 (Eternal Captives):
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Stonework Passages Card 8 (Shocking Scimitar +2):
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 #4: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, Sky Pharaoh Guardian
Silver Forge Card 1:
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.
Silver Forge Card 2:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
Silver Forge Card 3:
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.
Silver Forge Card 4:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Silver Forge Card 5:
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.
Silver Forge Card 6:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Silver Forge Card 7 (Sky Pharaoh Guardian):
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: 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: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Alahazra/Kulko, Ahmotep/MauveAvenger, None
Great Library of Tephu Card 1 (Sky Pharaoh Guardian):
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Great Library of Tephu Card 2:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Great Library of Tephu Card 3:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Great Library of Tephu Card 4:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Great Library of Tephu Card 5:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Great Library of Tephu Card 6:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Great Library of Tephu Card 7 (Disable Mechanism):
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.

Location #6: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Sculptors Lair Card 1:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Sculptors Lair Card 2:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.
Sculptors Lair Card 3:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Sculptors Lair Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sculptors Lair Card 5:
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.
Sculptors Lair Card 6:
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.
Sculptors Lair Card 7:
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.
Sculptors Lair Card 8:
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.
Sculptors Lair Card 9:
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.
Sculptors Lair Card 10:
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.

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

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: 2 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Cards Not In the Box Card 4:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
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 6:
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.


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

Turn: Turn 10 - Blessing of the Ancients

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location 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.

SOT: Examine top card of Location deck. Examine Sky Pharaoh Guardian

Sky Pharaoh Guardian:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.

Recharge into Great Library of Tephu

Move: Stay at Great Library of Tephu

Explore: Dune of Doom

Dune of Doom:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Alahazra's Create Mindscape adds 1d4.

Arcane 13: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (3) = 14

Acquired.

End Turn: Reset Hand.

Recovery:

[u]Summary[/u]:
Move: Great Library of Tephu
Acquired: Great Library of Tephu Card 2: Dune of Doom
Banished: N/a
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: Spellsword +2, Staff of Dark Flames, Thousand Stings Whip, Ice and Fire, Find Traps, Golden Serpent Armband, Blessing of the Seventh Veil,

Displayed:
Deck: 10 Discard: 7 Buried: 0
Current Location: Great Library of Tephu
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Find Traps: discard to add 2 die to defeat a barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Vision, Fire Snake, Evocation Staff, Staff of Heaven and Earth, Blessing of the Lady of Graves, Blessing of Sivanah, Blessing of Maat, Cleric of Nethys, Blackcloth Armor, Blessing of Isis,
Discard Pile: Blessing of Nethys, Staffbearer, Coordinated Blast, Remove Curse, Death's Touch, Create Mindscape, Dune of Doom,
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 Silver Forge; recharge Blessing of the 7th Veil for Merisiel

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

Turn: 11 - Hourglass Card 1 Alase/Zalarian Blessing of Maat
SOT: Examine top card of Tonbarse location (Silver Forge Card 1: Khamsin Coat) as well as bottom card (Silver Forge Card 7 (Sky Pharaoh Guardian)), Will Choose to shuffle location and Draw Tonbarse to hand. Then display Tonbarse at Location Great Library and move to there.
Examine card (Great Library of Tephu Card 3: Ausetitha), if not trigger recharge to open location (Great Library of Tephu)

Give Card: None
Move: Stay at Great Library of Tephu
Location Powers: If you fail to acquire a boon, shuffle it into this location deck.
Explore: Great Library of Tephu Card 4: Blessing of Osiris

Blessing of Osiris:

MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

Will recharge Blessing of Abraxas and The Eclipse and have Alahazra discard a curse to add d4
Untrained Skill Check DC 8: 1d4 + 3d4 ⇒ (1) + (3, 2, 3) = 9 Success; discard to explore
Explore: Great Library of Tephu Card 5: Living Sandstorms

Living Sandstorms:

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

Sandstorm is shuffled into blessing deck. Create mindscape adds 1d4 and tome adds 1d4
Tonbarse lunges and attacks!
Tonbarse Melee Arcane+# CHA Combat Check DC 18: 1d10 + 6 + 5 + 2d4 ⇒ (10) + 6 + 5 + (3, 3) = 27 Monster defeated will display steal soul

Reminder of Scenario changes:

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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:
Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Alase ends her turn.
Examine top card of Tonbarse location Great Library of Tephu Card 6: Elusive Knowledge TRIGGER since examined it is displayed) as well as bottom card (Great Library of Tephu Card 3: Ausetitha), choose not to shuffle location and Draw Tonbarse to hand
Will bury Blessing of Osiris to heal 1
Alase is healed for 1: (Channel the Gift 2). Deck shuffled.

SOT/EOT Power:
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.)

Alase attempts to recover all cards in their Recovery pile.

Alase resets her hand.

"

Alase wrote:

Hand: Shield Cloak, Binder's Tome, Ubashki, Create Mindscape, Blessing of Abraxas, Pharasma's Knowing, Cleric of Nethys, Tonbarse,

Displayed: Steal Soul#Core, Infernal Healing, Curse of Blindness, Chest of Keeping,
Deck: 11 Discard: 1 Buried: 2
Hero Points: 3
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The First, The Eclipse, Fire Snake, The Twin, Channel the Gift 2, Scrying, Samisen of Oracular Vision, Blessing of the Seventh Veil, Bound Imp, Divine Fortune, The Healing Light
Recharged:
Discard Pile: Channel the Gift,
Buried Pile: Vampire Bat, Blessing of Osiris,

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: Great Library of Tephu Tonbarse is in my hand at Location YYYY
Acquired: None
Banished: None
Examined: Silver Forge Card 1: Khamsin Coat
Great Library of Tephu Card 3: Ausetitha recharged to great library

Random Card(s) Used: None
Displayed: Great Library of Tephu Card 6: Elusive Knowledge
Other Player(s) Resources Used: curse from Alahazra
Actions needed by other Player(s): Great Library of Tephu Card 3: Ausetitha is recharged at own location


Alahazras Deckhandler

Banish Curse of Daybane to add 1d4+0 to Alases Check.

Alahazra wrote:

Hand: Riftwarden, Curse of the Ravenous, Shocking Scimitar +2, Flame Staff (Core), Blessing of Abadar, Blessing of Pharasma,

Displayed: Create Mindscape,
Deck: 15 Discard: 4 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): Curse of Daybane, Blessing of Sivanah, Volcanic Storm, Blessing of the Spellbound, Lifecollar Coat, Channel the Gift, Blessing of Milani, Life Drain, Hand of the Honest Man (Loot), Blessing of Qi Zhong, Staff of Dark Flame
Recharged: Major Cure, Eruption (loot), Mistform,
Discard Pile: Magnetic Grimoire, Imp, Minnothet, Find Traps,
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 ([X] 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 ([X] 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 = 2 Merisiel/Matsu_Kurisu: Blessing of Maat

Start of Turn
At: #4: Silver Forge

Scenario.SoT Examine = Silver Forge Card 1: Khamsin Coat, Armor 3 - Recharge @ Silver Forge

Give: No
Move: No

At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.

Display Bloodroot Poison

Free explore = 2: Galvanic Kopis +2, Weapon 5: Dexterity 10

Spoiler:
Traits:
Knife
Ranged
Slashing
Electricity
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

Dexterity 1d12+4, reveal Belt of Physical Might +1d4
Dexterity 10: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 Acquired

Discard Skoan-Quah Boneslayer, examine and may explore +3 Dex/Survival =
3: Mummified Sphinx, Monster 3: Combat 17

Spoiler:
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.

Nope - Evaded. Shuffle location

End of Turn
Curse of the Ravenous: 1d4 ⇒ 1 ( No Weapons/Spells)
1. weapons and spells, 2. items, 3. allies, 4. blessings

Elusive Knowledge = Not yet

Recovery

Reset
Discard
Draw No

Summary
Location = #4: Silver Forge Random (3-7)
Acquired = 2: Galvanic Kopis +2,
Banished =
Examined =
Displayed =
Added =

Displayed =

From Box =

Give =
Used =

Other =
"

Merisiel wrote:

Hand: Limning Starknife, Shock Kukri, Keen Spiked Chain, Belt of Physical Might, Cerulean Mastermind, ac Galvanic Kopis +2,

Displayed: Bloodroot Poison,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 7
NOTES:
Available Support: Distant: Any support 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, td Stained Glass Elemental, Blessing of Abadar, Deathbane Throwing Axe, Masterwork Tools, Impervious Chain Shirt, Compass, Blessing of Milani, lt Maftet Hunter, Blessing of Abadar (2), Swipe, lt Unwrapped Harmony
Recharged: lt Sun Falcon Pectoral,
Discard Pile: Master of Masters, Skoan-Quah Boneslayer,
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 ☐ 7
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.
[X] Add 2 to your noncombat check to defeat a barrier ([X] 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 13: Alahazra
The Hour is Blessing of the Ancients

Last turn correction didn't acquire Scimitar so drawing anotther card instead (BoMilani)

SoT
Examine top card Disable Mechanism recharge back inot deck
Recharge BoPharasma to examine top two cards of Sculpturs Lair.
Examine #1 Elusive Knowledge - Trigger Display Next to scenario
draw spell (leaving the first one to alase)
Deathgrip
Examine #2 Girtablilu Ranger - Trigger, Fail Stealth check and Encounter

Girtablilu Ranger:

MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.

ByA Poison Damage: 1d4 ⇒ 4 Raising my average roll on a d4 damage to 3,75
Discard Riftwarden, Curse, Deathgrip, BoMilani
Reveal Flame Staff
CtD Combat 17+3=20: 1d10 + 7 + 2d8 + 1d4 ⇒ (2) + 7 + (8, 3) + (4) = 24 Defeated and banished

Move to Stonework Passages
Free Explore
Loot armor replace by random Armor
Burglar's Buckler

Autofail

Alahazra ends her turn.

Alahazra attempts to recover all cards in her Recovery pile.
Create Mindscape: Divine 11: 1d10 + 7 ⇒ (4) + 7 = 11 -> Create Mindscape recharged .

Alahazra resets her hand.

Alahazra wrote:

Hand: Druid of the Flame, Blessing of the Spellbound, Blessing of Qi Zhong, Flame Staff (Core), Volcanic Storm, Blessing of Abadar, Blessing of Sivanah,

Displayed:
Deck: 10 Discard: 8 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): Life Drain, Lifecollar Coat, Hand of the Honest Man (Loot), Channel the Gift, Staff of Dark Flame
Recharged: Major Cure, Eruption (loot), Mistform, Blessing of Pharasma, Create Mindscape,
Discard Pile: Magnetic Grimoire, Imp, Minnothet, Find Traps, Blessing of Milani, Curse of the Ravenous, Riftwarden, Deathgrip ,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.

Upkeep:
Moved to Stonework Passages
Stonework Passages #1 Banished
Sculptors Lair Displayed by the scenario
Random Spell #2 drawn
Sculptors Lair #2 Banished


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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Extra Henchman: Elusive Knowledge (Displayed: 3/4):

Henchman
Type: Barrier
Traits: Cache Trigger
To Defeat: Knowledge Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box. When you encounter this card, evade it.

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: Elegiac Compass:

Henchman
Type: Barrier
Traits: Object
To Defeat: Intelligence Craft 11 OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass. If defeated, display this card next to the scenario.

Henchman: Tephu Librarian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat Wisdom Knowledge Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits. Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4. If undefeated, move to a random other location. If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Henchman: Keferuzagra:

Henchman
Type: Monster
Traits: Dragon Electricity
To Defeat: Combat 11 THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage. Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage. After you act, bury all allies in your discard pile and recharge all allies in your hand.

Henchman: Sky Pharaoh Guardian:

Henchman
Type: Monster
Traits: Construct
To Defeat: Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

Turn: 14, Ahmotep/MauveAvenger

Scourge Table:

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

Random Cards:

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

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:
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:
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.

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

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:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
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+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.

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

Spoiler:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire 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:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.

Spells
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:
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.

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:
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:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.

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

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

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

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

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

Spoiler:
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.

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:
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.

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

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

Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

Blessings
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 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 Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
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 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.

Hours Remaining: 16

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/Zalarian:
Spoiler:
Hourglass Card 1 Alase/Zalarian
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 2 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 2 Merisiel/Matsu_Kurisu
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 3 Alahazra/Kulko:
Spoiler:
Hourglass Card 3 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 4 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 4 Ahmotep/MauveAvenger
Dark Archive's Favor
None
Favor 5
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
Hourglass Card 5 Alase/Zalarian:
Spoiler:
Hourglass Card 5 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 6 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 6 Merisiel/Matsu_Kurisu
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 7 Alahazra/Kulko:
Spoiler:
Hourglass Card 7 Alahazra/Kulko
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 8 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 8 Ahmotep/MauveAvenger
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 9 Alase/Zalarian:
Spoiler:
Hourglass Card 9 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 10 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 10 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 11 Alahazra/Kulko:
Spoiler:
Hourglass Card 11 Alahazra/Kulko
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 12 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 12 Ahmotep/MauveAvenger
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Alase/Zalarian:
Spoiler:
Hourglass Card 13 Alase/Zalarian
Blessing of 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 Merisiel/Matsu_Kurisu:
Spoiler:
Hourglass Card 14 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 15 Alahazra/Kulko:
Spoiler:
Hourglass Card 15 Alahazra/Kulko
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Ahmotep/MauveAvenger:
Spoiler:
Hourglass Card 16 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.

Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Collapsing Sphinx (#4), Tephu Librarian (#3), Pharaoh's Altar (#5), Khelru (#1), Elegiac Compass (#2)

Altar of Riddles Card 1:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
Altar of Riddles Card 2:
Elegiac Compass
MM
Henchman 2
Type: Barrier
Traits:
Object
To Defeat:
Intelligence
Craft 11
OR Disable 13
If undefeated, display this card next to your location. Instead of the first exploration of your turn, you may encounter the Elegiac Compass.
If defeated, display this card next to the scenario.
Altar of Riddles Card 3:
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.
Altar of Riddles Card 4:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Blindness.
Altar of Riddles Card 5:
Tephu Librarian
MM
Henchman 3
Type: Monster
Traits:
Construct
To Defeat:
Combat
Wisdom
Knowledge
Diplomacy 12
The Tephu Librarian is immune to the Mental and Poison traits.
Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.
If undefeated, move to a random other location.
If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from.

Location #2: 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: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None
Ruined Temple Card 1:
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.
Ruined Temple Card 2:
Elusive Knowledge
None
Henchman 5
Type: Barrier
Traits:
Cache
Trigger
To Defeat:
Knowledge
Perception 10
When you examine or defeat this card, display it next to the scenario, and you may draw a spell from the box.
When you encounter this card, evade it.
Ruined Temple Card 3:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
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.
Ruined Temple Card 4:
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.
Ruined Temple Card 5:
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.
Ruined Temple Card 6:
Keferuzagra
MM
Henchman 4
Type: Monster
Traits:
Dragon
Electricity
To Defeat:
Combat 11
THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
After you act, bury all allies in your discard pile and recharge all allies in your hand.
Ruined Temple Card 7:
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 8:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Ruined Temple Card 9:
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.
Ruined Temple Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
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.
Ruined Temple Card 11 (Guecubu):
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.

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Alahazra/Kulko,
Stonework Passages Card 1 (Blast Glyph):
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.
Stonework Passages Card 2:
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.
Stonework Passages Card 3:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.
Stonework Passages Card 4:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Stonework Passages Card 5:
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.
Stonework Passages Card 6 (Eternal Captives):
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Stonework Passages Card 7 (Shocking Scimitar +2):
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 #4: Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Matsu_Kurisu, Sky Pharaoh Guardian, Mummified Sphinx, Khamsin Coat
Silver Forge Card 1:
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.
Silver Forge Card 2:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Silver Forge Card 3:
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.
Silver Forge Card 4:
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.
Silver Forge Card 5:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Silver Forge Card 6:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: 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: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ahmotep/MauveAvenger, Alase/Zalarian, None
Great Library of Tephu Card 1 (Disable Mechanism):
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.
Great Library of Tephu Card 2 (Sky Pharaoh Guardian):
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Great Library of Tephu Card 3 (Ausetitha):
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

Location #6: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Sculptors Lair Card 1:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Sculptors Lair Card 2:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sculptors Lair Card 3:
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.
Sculptors Lair Card 4:
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.
Sculptors Lair Card 5:
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.
Sculptors Lair Card 6:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Sculptors Lair Card 7:
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.
Sculptors Lair Card 8:
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.

Sculptors Lair Card 9:
Ice Storm
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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: 2 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 0
Located/Displayed Here: None
Cards Not In the Box Card 1:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
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:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Cards Not In the Box Card 4:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Cards Not In the Box Card 5:
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 6:
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.


Alahazras Deckhandler

Updated hand due to acquired Loot Armor

Alahazra wrote:

Hand: Druid of the Flame, Blessing of the Spellbound, Blessing of Qi Zhong, Flame Staff (Core), Volcanic Storm, Blessing of Abadar, Bronze Sentinel,

Displayed:
Deck: 11 Discard: 8 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): Staff of Dark Flame, Lifecollar Coat, Hand of the Honest Man (Loot), Life Drain, Blessing of Sivanah, Channel the Gift
Recharged: Major Cure, Eruption (loot), Mistform, Blessing of Pharasma, Create Mindscape,
Discard Pile: Magnetic Grimoire, Imp, Minnothet, Find Traps, Blessing of Milani, Curse of the Ravenous, Riftwarden, Deathgrip ,
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 ([X] 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 ([X] plus its adventure deck location) to any check.
[] You may evade your encounter with a bane; if you do, suffer a scourge.


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

Acquired Find Traps from Elusive Knowledge...updated hand and someone please use as needed.

"

Alase wrote:

Hand: Shield Cloak, Binder's Tome, Ubashki, Create Mindscape, Blessing of Abraxas, Pharasma's Knowing, Find Traps, Tonbarse,

Displayed: Steal Soul#Core, Infernal Healing, Curse of Blindness, Chest of Keeping,
Deck: 12 Discard: 1 Buried: 2
Hero Points: 3
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Healing Light, Scrying, Divine Fortune, Samisen of Oracular Vision, Bound Imp, The Eclipse, The First, Channel the Gift 2, Fire Snake, The Twin, Cleric of Nethys, Blessing of the Seventh Veil
Recharged:
Discard Pile: Channel the Gift,
Buried Pile: Vampire Bat, Blessing of Osiris,

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.

"


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

Turn: Turn 14 - Blessing of Nethys

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.

SOT: Examine top card of Location deck. Examine Disable Mechanism. Recharge into Great Library of Tephu[/ooc]

Move: Move to Sculptor's Lair

Explore: Aegis of Recovery

Aegis of Recovery:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Wisdom 12: 1d6 ⇒ 2

Not acquired.

End Turn: Reset Hand.

Recovery:

[u]Summary[/u]:
Move: Great Library of Tephu -> Sculptor's Lair
Acquired: N/a
Banished: Sculptor's Lair Card 1: Aegis of Recovery
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: Spellsword +2, Staff of Dark Flames, Thousand Stings Whip, Ice and Fire, Find Traps, Golden Serpent Armband, Blessing of the Seventh Veil,

Displayed:
Deck: 10 Discard: 7 Buried: 0
Current Location: Sculptor's Lair
Hero Points: 10
Paizo Reroll: 4-5C USED
NOTES:
Available Support: Blessings (if available)
Local character: recharge Ahmotep card for +/- 2
Find Traps: discard to add 2 die to defeat a barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Vision, Fire Snake, Evocation Staff, Staff of Heaven and Earth, Blessing of the Lady of Graves, Blessing of Sivanah, Blessing of Maat, Cleric of Nethys, Blackcloth Armor, Blessing of Isis,
Discard Pile: Blessing of Nethys, Staffbearer, Coordinated Blast, Remove Curse, Death's Touch, Create Mindscape, Dune of Doom,
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: near Ahmotep's turn, display Creat Mindscape at Ruined Temple

Turn Order: Alase/Zalarian, Merisiel/MatsuKurisu, Drelm/Alahazra, Ahmotep/MauveAvenger[/ooc]
if random character, using Self as #1
Curse of Blindness - will discard top of hourglass
Turn: 15 - Hourglass Card 2 Merisiel/Matsu_Kurisu Blessing of the Lady of Graves
SOT: Examine top card of Tonbarse location (Great Library of Tephu Card 1 (Disable Mechanism)) as well as bottom card (Great Library of Tephu Card 3 (Ausetitha)), Choose not to shuffle location and Draw Tonbarse to hand. Then display Tonbarse at Location Ruined Temple and move to there.
Examine card (Ruined Temple Card 1: Knock), if not trigger recharge to open location (Great Library of Tephu)

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 2: Elusive Knowledge - looks like I must evade it - bury discard blessing of pharasma to draw 2 (bound imp, divine fortune) and recharge 2 (find traps, divine fortune)
Random Ruined Temple Card: 1d10 + 1 ⇒ (5) + 1 = 6 Ruined Temple Card 6: Keferuzagra

Keferuzagra:

MM
Henchman 4
Type: Monster
Traits:
Dragon
Electricity
To Defeat:
Combat 11
THEN Combat 11
Keferuzagra is immune to the Electricity trait. All damage dealt by Keferuzagra is Electricity damage.
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d6 Electricity damage.
After you act, bury all allies in your discard pile and recharge all allies in your hand.

Untrained Skill Check DC 7: 1d4 + 0 ⇒ (2) + 0 = 21d6 ⇒ 1 recharge shield cloak for damage
Tonbarse lunges and attacks!
Tonbarse Melee Arcane+# CHA Combat Check DC 11: 1d10 + 6 + 5 + 2d4 ⇒ (8) + 6 + 5 + (3, 4) = 26 Tonbarse Melee Arcane+# CHA Combat Check DC 11: 1d10 + 6 + 5 + 2d4 ⇒ (8) + 6 + 5 + (3, 4) = 26 Monster defeated; no allies in discard pile; ubashki is recharged
send bound imp to recovery to draw 2 (The Healing Light, Fire Snake)

Will bury The Healing LIght to explore

Random Roll: 1d9 ⇒ 4 Ruined Temple Card 5: Clawhand Shield

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.

Constitution Check DC 6: 1d6 + 1d4 ⇒ (4) + (4) = 8 Success; will choose not to heal
bury blessing of Abraxus to explore

Random Roll: 1d8 ⇒ 3 Ruined Temple Card 4: Stone Weasel

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.

Survival Check WIS DC 6: 1d8 + 3 + 2d4 ⇒ (7) + 3 + (1, 3) = 14 Success; discard to explore
Random Ruined Temple Card: 1d7 ⇒ 4 Ruined Temple Card 8: Wand of Scorching Ray

Wand of Scorching Ray:

MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.

Arcane CHA Check DC 8: 1d10 + 6 + 3d4 ⇒ (9) + 6 + (1, 4, 3) = 23 Success

Reminder of Scenario changes:

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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:
Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: At the start of your turn, examine the top card of your location deck; if it does not have the Trigger trait, put it on the bottom of an open location deck.

When you acquire a boon or defeat a bane, you may shuffle it into a location deck.

When closing a location, before closing, search the location deck and choose 1 card; shuffle it into another location deck.

At the end of your turn, if the number of Elusive Knowledges displayed is equal to the number of characters, you may search an open location deck. If the deck has exactly 5 cards, 1 each of adventure deck numbers 1, 2, 3, 4, and 5, you win the scenario; if it does not, discard 1d4 cards from the top of your deck.

Additional Rules:

Alase ends her turn.
Random Roll: 1d6 ⇒ 31d5 ⇒ 5 TBD

Examine top card of Tonbarse location Ruined Temple Card 7:
Blessing of Ra) as well as bottom card (Ruined Temple Card 10: Toxic Geyser), choose to shuffle location and Draw Tonbarse to hand

SOT/EOT Power:
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.)

Alase attempts to recover all cards in their Recovery pile.

Alase resets her hand discarding wand and shield.

[u]Summary[/u]
Current Location: Ruined Temple; Tonbarse is in hand
Acquired: None
Banished: None
Examined: Ruined Temple Card 1: Knock recharged to great library of Tephu
Ruined Temple Card 7: Blessing of Ra (top card)
Ruined Temple Card 10: Toxic Geyser (bottom Card)

Random Card(s) Used: None
Displayed: Create Mindscape at ruined temple
Other Player(s) Resources Used: None
Actions needed by other Player(s): Hourglass is one off..order for temple is 7:Blessing of Ra, (random 2:Elusive knowledge,3,9,11), 10:Toxic Geyser


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

"

Alase wrote:

Hand: The First, Binder's Tome, Fire Snake, Scrying, Cleric of Nethys, Samisen of Oracular Vision, Channel the Gift 2, Tonbarse,

Displayed: Steal Soul#Core, Infernal Healing, Curse of Blindness, Chest of Keeping, Create Mindscape,
Deck: 8 Discard: 3 Buried: 5
Hero Points: 3
Reroll used: 4-5A, Hero Point 4-4C
NOTES:
Available Support: Blessings are available (and can recharge when you are with Tonbarse but please ask for 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: TBD

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Seventh Veil, The Eclipse, The Twin
Recharged: Find Traps, Divine Fortune, Shield Cloak, Ubashki, Bound Imp,
Discard Pile: Channel the Gift, Wand of Scorching Ray, Clawhand Shield,
Buried Pile: Vampire Bat, Blessing of Osiris, Pharasma's Knowing, The Healing Light, Blessing of Abraxas,

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.

"

On Merisiel's turn, will bury Scrying to examine 3 cards of Ruined Temple choosing Blessing

Random Roll: 1d4 ⇒ 31d3 ⇒ 2 top cards
Ruined Temple Card 7: Blessing of Ra
Ruined Temple Card 9: Blessing of the Ancients
Ruined Temple Card 3: Volcanic Storm;
set aside blessings putting Ra on bottom and Ancients above that; will then use samisen to examine cards
(random 2,3,10,11),9,7

Random Roll: 1d4 ⇒ 41d3 ⇒ 31d2 ⇒ 2 knowledge is very elusive; Order of location is as follows:
Ruined Temple Card 11 (Guecubu)
Ruined Temple Card 10: Toxic Geyser
Ruined Temple Card 3: Volcanic Storm
Ruined Temple Card 2: Elusive Knowledge
Ruined Temple Card 7: Blessing of Ra
Ruined Temple Card 9: Blessing of the Ancients

Dark Archive

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

Out of turn updates
Displayed ac Life Lantern

Hour = 3 Alahazra/Kulko: Blessing of the Elements

Start of Turn
At: #4: Silver Forge

Scenario.SoT Examine = Silver Forge Card 1: Khamsin Coat, Armor 3 - Recharge @ Silver Forge

Give: No
Move: #2: Ruined Temple

At This Location: When you play a card that has the Divine trait, bury it.

Free explore = 11: Guecubu, Monster 3: Combat 15

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

Reveal Keen Spiked Chain (8s=12) 1d12+4+2+1d8+2, reveal Belt of Physical Might +1d4, Recharge Limning Starknife +1d4+1
Combat 15: 1d12 + 4 + 2 + 1d8 + 2 + 1d4 + 1d4 + 1 ⇒ (11) + 4 + 2 + (6) + 2 + (3) + (1) + 1 = 30 Banished
AYA scourge: 1d8 + 1 ⇒ (2) + 1 = 3 Curse of Vulnerability

Discard Cerulean Mastermind, explore +1d10 stealth = 10: Toxic Geyser, Barrier B: Acrobatics 15(5+5+5)

Spoiler:
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.

Acrobatics 1d12+4+2, reveal Belt of Physical Might +1d4, Alahazra discards Blessing of Abadar +2d12
Acrobatics 15: 1d12 + 4 + 2 + 1d4 + 2d12 ⇒ (2) + 4 + 2 + (1) + (4, 1) = 14 Failing. Use Paizo reroll
Acrobatics 15: 2 + 4 + 2 + 1 + 4 + 1d12 ⇒ 2 + 4 + 2 + 1 + 4 + (12) = 25 Banished

Alahazra recharges blessing, examine 2
Ruined Temple Card 3: Volcanic Storm
Ruined Temple Card 2: Elusive Knowledge - DISPLAYED

We Win!


For completion's sake, so I'm not super confused if I read this later:

Alahazra's examine of the Elusive Knowledge displays the 4th Elusive Knowledge. At the end of Merisiel's turn, she searches Altar of Riddles and finds 5 cards #1-5

Now you win!


Completed Scenario 4-5D: Temple of Light and Metal

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Life Lantern and 1 character may temporarily replace 1 item in his deck with the loot Pharaoh’s Key.

At the end of each scenario, return the loot to the game box.

Development:
Each hall held its own pedestal and a variety of artifacts, but figuring out the right relics to place on each one took some work. As you place the last, a beam of light shoots from each doorway to the pyramid’s central room, forming a pedestal of light atop which rests a trio of lanterns.

Three lanterns, three pyramids? You grab the set, hoping these are what the Pactmasters seek. There is a booming of thunder outside the pyramid, suggesting you must have done something right. Or something very wrong.

It is time to find out which.

Acquired Cards:

Minnothet (Ally 2)
Stone Weasel (Ally B)

Clawhand Shield (Armor 3)

Blessing of the Lady of Graves (Blessing 5)
Blessing of Osiris (Blessing 4)

Chest of Keeping (Item 5)
Wand of Scorching Ray (Item 3)

Deathgrip (Spell 2)
Find Traps (Spell B)
Mistform (Spell 3)
Find Traps (Spell B)
Dune of Doom (Spell 5)
Channel the Gift (Spell 4)

Galvanic Kopis +2 (Weapon 5)
Thousand Stings Whip (Weapon 4)

I omitted the Loots since you can't pick them for upgrades anyway


Scenario 4-5E: Dusk's Domain

You gather together the lanterns and the other treasures you acquired inside the Fourth Star before heading outside. When you had entered, the sky was cloudless and calm. As you emerge, though, a gathering storm rumbles with displeasure overhead. All the while, the obelisks pulse and shudder with each thunderclap, and the other three pyramids’ peaks glow faintly with the inclement weather. Intriguing as the sight is, it’s past time for you to leave.

Dust whips at your face as you cross the rocky terrain toward the perimeter of obelisks. An immense bird hurtles from the clouds, its body arcing with green lightning as it alights atop one of the pyramids. Its glowing eyes take in its surroundings before honing in on you. “TRESPASSERS! THIEVES! I AM DUSKTAKER, LORD OF ALL I SURVEY!” The storm above crackles angrily as if feeding on this creature’s words. “THESE PYRAMIDS ARE MINE, AND THEIR CONTENTS BELONG TO ME. NOW A NEW PYRAMID APPEARS, AND WITH IT BURGLARS WHO WOULD STEAL MY TREASURES!”

This is the first you’ve heard of Dusk-Taker, so its claim seems somewhat dubious. However, such a massive bird would easily pick you off if you tried to flee across the open desert. No, you’ll need to find some way to scare off Dusk-Taker for good. Hoping to get closer, you circle around a pyramid for cover. As you approach, though, the monument’s spire glows more brightly, and one of your lanterns begins radiating a similar light. Could this be the power referenced inside the Fourth Star? As you reach the other side and can see Dusk-Taker again, you can see that it’s flapping excitedly and apparently drinking in its own pyramid’s energy. Screeching with delight, it spits a bolt of green energy toward you, narrowly missing. Worse, where the ground is still sizzling from the attack, a towering beast of sand and stone is pulling itself from the earth.

Escape is no longer an option; it’s time to fight. The bird is so massive, he could easily carry you across the desert, never to be found again. Better to slay him on the spot, if you can. You can’t risk Dusk-Taker stealing the secret of the Three Stars!

During this Scenario:
The location Five-Pointed Sun cannot be temporarily closed.

At the end of each turn, if the Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck.

After you defeat and banish the henchman Ossumental Swarm, if the location deck it came from has 6 or fewer cards, you may immediately attempt to close that location.

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the ally Freed Soul and 1 character may temporarily replace 1 ally in her deck with the ally Sand Elemental.

At the end of each scenario, return those allies to the game box.

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

Villain: Dusk-Taker:

Villain
Type: Monster
Traits: Trigger Aberration
To Defeat: Combat 23
When you examine this card, encounter it. Before you act, succeed at an Intelligence or Perception 10 check or Dusk-Taker is immune to the Melee trait and the difficulty to defeat is increased by 4.

Henchman: Ossumental Swarm:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 20
The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

Summoned Henchman: Kor-Ahn-Tuk:

Henchman
Type: Monster
Traits: Undead Gorgon Mummy
To Defeat: Combat 23
Kor-Ahn-Tuk is immune to the Mental and Poison traits. Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter. If the check to defeat has the Acid trait, add 1d8. After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Giant Sand Eel:

Henchman
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

Scarab Sages

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

The scourge die is 1d8+1.

When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.

If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

Dark Archive's Favor:

Favor
Traits:
When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations. While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

During This Scenario: The location Five-Pointed Sun cannot be temporarily closed.

At the end of each turn, if the Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck.

After you defeat and banish the henchman Ossumental Swarm, if the location deck it came from has 6 or fewer cards, you may immediately attempt to close that location.

Additional Rules:

Villain: Dusk-Taker:

Villain
Type: Monster
Traits: Trigger Aberration
To Defeat: Combat 23
When you examine this card, encounter it. Before you act, succeed at an Intelligence or Perception 10 check or Dusk-Taker is immune to the Melee trait and the difficulty to defeat is increased by 4.

Henchman: Ossumental Swarm:

Henchman
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 20
The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

Summoned Henchman: Kor-Ahn-Tuk:

Henchman
Type: Monster
Traits: Undead Gorgon Mummy
To Defeat: Combat 23
Kor-Ahn-Tuk is immune to the Mental and Poison traits. Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter. If the check to defeat has the Acid trait, add 1d8. After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Giant Sand Eel:

Henchman
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 5

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:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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

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:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
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.
When you play a weapon on your check to defeat, discard it.

Spoiler:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

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:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

Spoiler:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

Spoiler:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

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

Spoiler:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

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

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

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:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Armors
Spoiler:
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:
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:
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:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
Reveal this card to reduce damage dealt to you by 1.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
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:
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:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

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:
Necklace of Fireballs
MM
Item 4
Traits:
Accessory
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

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:
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.

Spoiler:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire
To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

Spoiler:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Spoiler:
Hearth Elemental
MM
Ally 4
Traits:
Elemental
Fire
To Acquire:
See Below None
You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at 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 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 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 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 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 0

[b]Hourglass

Hourglass Cards/Turn Order:

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Location #4: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #6: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Dark Archive

Merisiel / Matsu Kurisu
Scenario: 4-5E: Dusk's Domain

Card Upgrade
Wyvern Poison (AD5) in, Spyglass out

Banished cards
-

Loot
- Sun Falcon Pectoral: , Belt of Physical Prowess out
- Blessing of Maat (AD2) in, Blessing of Erastil out
- Unwrapped Harmony, Raccoon out
- Maftet Hunter: Skoan-Quah Boneslayer out

Trader
Sunburst Market: td Stained Glass Elemental in, Masterwork Tools out

Starting Location
- #4: Windswept Chasm

Start of Game

Starting Hand
"

Merisiel wrote:

Hand: Cerulean Mastermind, td Stained Glass Elemental, Blessing of Abadar, Blessing of Milani, lt Sun Falcon Pectoral, Blessing of Abadar (2),

Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 8
NOTES:
Available Support: Distant: Any support 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): Belt of Physical Might, Master of Masters, Wyvern Poison, lt Unwrapped Harmony, Deathbane Throwing Axe, Compass, Limning Starknife, lt Maftet Hunter, Shock Kukri, Impervious Chain Shirt, Bloodroot Poison, Swipe, lt Blessing of Maat, Keen Spiked Chain
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 ☐ 7
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.
[X] Add 2 to your noncombat check to defeat a barrier ([X] 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

"

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