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Turn Order Merisiel, Alahazra/Kulko, Ahmotep/MauveAvenger, Alase/Zalarian
Out of turn updates
Hour = Turn: 4- Merisiel/Matsu_Kurisu - Blessing of the Elements
Start of Turn
At: #5: Ruined Temple
Give: No
Move: No
At This Location: When you play a card that has the Divine trait, bury it.
Free explore = 3: Named Bullet, Spell 5: Wisdom 12
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.
Nope. Banished
Discard lt Maftet Hunter, recharge(Keen Spiked Chain), explore +2d6 on Combat = 4: Blessing of Ra, Blessing B: Strength 8
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.
Nope. Banished
End of turn
Recovery
Reset
Discard
Draw Deathbane Throwing Axe, Belt of Physical Might
Summary
Location = #5: Ruined Temple Random(5-7)
Acquired =
Banished = 3: Named Bullet, 4: Blessing of Ra,
Examined =
Displayed =
Added =
Acquired =
From Box =
Give =
Used =
Other =
"
Hand: Shocking Sawtooth Saber, lt Cartouche of Protection, Cerulean Mastermind, Blessing of Abadar, ac Blessing of the Elements, Deathbane Throwing Axe, Belt of Physical Might,
Displayed: The Lost Harrows (CHA),
Deck: 11 Discard: 4 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!
Middle of Deck (Unknown Order): Magic Spyglass, lt Blessing of Maat, Impervious Chain Shirt, Master of Masters, lt Sun Falcon Pectoral, Blessing of Abadar (2), Blessing of Milani, Swipe, Dancing Dagger
Recharged: td Stained Glass Elemental, Keen Spiked Chain,
Discard Pile:
Buried Pile:
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 ([X]+1) ([X]+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

Alase Mononoke 12789 |

Based on discussion, moved to Sepulcher to guard...suffer curse of withering to guard...this means I have 4 blessings in hand and 4 other cards to bury during encounter (2 of them are freely bless and one of the other ones blesses twice for divine/arcane)

Alahazra - Kulko |

Turn 16: Alahazra
The Hour is Blessing of the Elements
SoT
Recharge Clawhand Shield to banish and draw Alases Curse of the Ravenous
Recharge Curse of the Ravenous to banish Curse of the Sphinx
Move to Volcabic Vents
Free Explore
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Combat 30
THEN Combat 36
Yeleth the Ravager is immune to the Mental and Poison traits.
Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards.
While you act, before any character plays a card, that character buries a card.
If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck.
Banish Sand Elemental and draw 1 new card - Imp
Bury Find Traps to play Flame Staff
Bury Pharao's Key to banish Curse of the Sphinx (2) and add 4+4
Somebody Plays a blessing
CtD Combat 30: 2d10 + 7 + 1d4 + 1d8 + 1d4 + 4 + 2d8 ⇒ (6, 6) + 7 + (3) + (6) + (2) + 4 + (4, 2) = 40 Success but draw a curse
Curse: 1d6 + 4 ⇒ (5) + 4 = 9 Curse of Blindness
Over to Ahmotep
I will banish the other Cuurse of the sphinx to add another 1d4+4
the other also have loads of blessings
and arcane cannonade is also in play and Alase should have enough cards to activate it

Ahmotep |

Now Ahmotep will attempt second check.
Banish Ice and Fire and discard Staff of Power to do Arcane+2d8+3 and add Cold trait. Recharge Evocation Staff and discard Autumn Witch to add 1d12. Discard Blessing of the Lady of Graves and discard Golden Serpent Armband to bless check twice. Add Alase's Arcane Cannonade and a curse from Alahazra.
Combat 36: 3d10 + 6 + 2d8 + 3 + 1d12 + 1d6 + 1d4 + 4 ⇒ (4, 6, 4) + 6 + (4, 3) + 3 + (2) + (2) + (2) + 4 = 40
Suffer a scourge, but we win?

BR AAUGHWHY |
Completed Scenario 4-7: Yeleth of the First Blood - Duel
Scenario Reward:
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.
That character gains a card feat in both allies and blessings.
Adventure Reward:
Each player grants 1 of her Pathfinder Society Roleplaying Guild characters a ranger’s favored enemy (+2) benefits against undead for the duration of one adventure. This bonus increases to +3 against vampires, and it does not stack with other favored enemy bonuses.
Note this reward on your Chronicle sheet, and cross it off when used.
Development:
You’re broken, bleeding, and have likely made enemies of an entire contingent of hellish vampires, but you managed what you thought was impossible. You knew facing Yeleth in combat was risky, but what other choice did you have? The mistress of the Revenant Court had set her sights on the Material Plane, and you could never in good conscience leave such a horrific threat looming. You didn’t kill Yeleth—far from it—but you managed to drive her back into the catacombs of the Revenant Court where she will no doubt slumber for another thousand years. You hope.
As you pull yourself back through Nightcrescent’s blasted parlor, you hear the clash of the hellmouth finally closing for good. A few more minutes of searching the manor turns up the missing artifacts the Pathfinder Society seeks, and you flee.
You can’t wait to leave Geb.
Acquired Cards:
Sebti the Crocodile (Ally 1)
Clawhand Shield (Armor 3)
Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Embalming Fluid (Item 1)
Potion of Energy Resistance (Item B)
Spellsword +2 (Weapon 4)