[PACS] Season of Plundered Tombs [MorkXII] (Inactive)

Game Master MorkXII

Turn Order:
Thargrap/MorkXII
Channa Ti/WilderRedbeard
Athnul/magi210
Seltyiel/Gimry
Arueshalae/wkover
Alahazra/Katlyn99


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DEVELOPMENT:
The necromancer and his horde fought hard, but in the end, you managed to put an end to his menace. The tomb he had been using as his base had nothing of value, showing signs that looters with little regard for history had already plundered its treasures. The bird of smoke and lightning chirps with satisfaction at your victory and leads you back to the air elemental’s ruin to report your success.

True to their word, the tribe sends its most powerful members with you to the sky pyramid. The elementals caution you to stand far back as they stir a massive sandstorm, building new dunes with thousands of tons of displaced sand. After a day’s work, the sand settles, and the pyramid’s grand entrance is revealed. You and your untrustworthy allies cannot wait to get inside.

SCENARIO REWARD:

  • Each character gets a hero point.
  • For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Mask of the Forgotten Pharaoh. At the end of each scenario, return the loot to the game box.
  • Trader: Ghoul Market
    Mask of the Forgotten Pharaoh:
    Mask of the Forgotten Pharaoh
    Loot Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    None

    Powers
    Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add an additional 1.
    Recharge this card to add a die to your check that invokes the Undead trait.
    Recharge this card to reduce Poison damage dealt to you by 2, or to banish a card that has the Curse trait displayed next to your deck.

    ACQUIRED CARDS:
    Weapon 2 Flaming Spear +1
    Weapon C Khopesh
    Spell 1 Sands of Time
    Spell C Acid Jet
    Spell B Acid Splash
    Spell B Acute Senses
    Spell B Clinging Venom
    Armor C Crocodile Skin Armor
    Armor B Crocodile Skin Armor
    Armor B Tussah Silk Coat
    Item 2 Soul Stimulant
    Item 1 Staff of Minor Healing
    Item B Kohl of Uncanny Discernment
    Item B Twitch Tonic
    Ally 1 Sebti the Crocodile
    Ally B Caravan Guard
    Ally B Fire Gecko
    Ally B Kafar
    Ally B Shock Lizard
    Blessing C Blessing of Abadar
    Blessing B Blessing of Nethys
    Blessing C Blessing of Wadjet


  • 3-2D: Into the Sky Pyramid
    At last, it is time to enter one of the sky pyramids of legend!

    A steep hill of sand descends more than one hundred feet to the pyramid’s entrance. The eroded remnants of relief carvings surround an imposing pair of obsidian doors with golden handles. As you gaze upon the doors in awe, wondering how many centuries have passed since they last swung open, one of your Aspis allies barks a sudden warning: the door is trapped. She removes a set of tools from the satchel at her hip and sets to work on the ancient door. Suddenly, an acrid tang fills the air and your hair stands on end. Bolts of electricity shoot off the door into the slope behind you, melting the sand into glass in an instant. With a satisfied grin, the trapsmith puts away her tools. Cautiously, you reach for the door’s handle. As you grasp it, your hand trembles, either from anticipation or lingering electricity. With a mighty tug, you swing the heavy door open, and a blast of cool, musty air emerges. The sunlight trickling in to the pyramid’s entryway is just enough to reveal a painted statue whose details are impeccably preserved. Based on the statue’s attire, the figure is a woman of high social status. The Aspis leader Ridaiya Merai lights a torch and slips past you into the room. “Well,” she asks, “What are you waiting for?”

    You waste no time in lighting your torches and stepping in from the scorching heat outside. The entryway’s high ceilings are covered in painted murals depicting scenes of battle. A figure dressed similarly to the statue in the center of the room leads the charge against both human armies and monstrous beasts. Before you can analyze the murals properly, a scream of terror emerges from a nearby chamber. A raspy voice calls out the tongue of the ancients, “Those who dare to profane this sacred ground shall be cursed for eternity!”

    LOCATIONS:
    1 Embalming Parlor
    1 Hall of Blessed Rebirth
    1 Vizier's Hill
    2 Alchemical Laboratory
    3 Scorched Ruins
    4 Mumia Lab
    5 Stonework Passages
    6 Sepulcher of the Servant

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.


  • Random character: 1d6 ⇒ 2: Channa Ti draws Kafar.

    Random Ally:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

    Powers
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

    Wildcards: 2d12 ⇒ (4, 2) = 6:

  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.

    Ridaiya location: 1d8 ⇒ 1: Embalming Parlor


  • During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Blasphemous Priest
    Monster B

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

    Powers
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Monster 2
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Monster 3
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 4
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 5
    Spoiler:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Barrier 2
    Spoiler:
    The Second Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Barrier 3
    Spoiler:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Barrier 4
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Barrier 5
    Spoiler:
    Camouflaged Pit Trap
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    6
    OR
    Dexterity
    Acrobatics
    7

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Shotel
    Weapon B

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Whip
    Weapon C

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Spelldagger
    Weapon C

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Arcane
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Javelin of Lightning
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

    Random Spells:
    Spell 1
    Spoiler:
    Immolate
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 2
    Spoiler:
    Armor of the Sands
    Armor B

    Traits
    Clothing
    Magic
    Arcane
    Divine
    Elite

    Check
    Constitution
    Fortitude
    6
    OR
    Arcane
    Divine
    8

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

    Armor 3
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Filter Hood
    Armor B

    Traits
    Accessory
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    4
    OR
    Intelligence
    Craft
    Survival
    6

    Powers
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    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, return the examined card to the top or bottom of your deck.

    Item 2
    Spoiler:
    Smoke Stick
    Item 1

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

    Item 3
    Spoiler:
    Twitch Tonic
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Discard this card to examine the top card of your location, then explore your location.
    Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

    Item 4
    Spoiler:
    Holy Water Grenade
    Item C

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

    Item 5
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

    Powers
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

    Powers
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Ally 3
    Spoiler:
    Shock Lizard
    Ally C

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 4
    Spoiler:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Ally 5
    Spoiler:
    Pahmet Clansman
    Ally C

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Turn: 1 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Athnul)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 2 (Turn 3 Seltyiel)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 3 (Turn 4 Arueshalae)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 5 Alahazra)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 5 (Turn 6 Thargrap)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 6 (Turn 7 Channa Ti)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 7 (Turn 8 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 8 (Turn 9 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 9 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 11 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 11 (Turn 12 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 13 Channa Ti)
    Spoiler:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 13 (Turn 14 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 15 Seltyiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 17 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 20 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 22 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 25 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 27 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 28 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 29 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:1
    Notes: Ridaiya Merai displayed

    Embalming Parlor Card 1:
    Magic Carpet
    Item 2

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    Charisma
    Survival
    9

    Powers
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

    Embalming Parlor Card 2:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 3:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 4:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Embalming Parlor Card 5:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

    Embalming Parlor Card 6:
    Blasphemous Priest
    Monster C

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

    Powers
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Embalming Parlor Card 7:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Embalming Parlor Card 8:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 9:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Embalming Parlor Card 10:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1

    Vizier's Hill Card 1:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill Card 2:
    Fire Hydra
    Monster B

    Traits
    Aberration
    Fire
    Basic

    Check
    Combat
    7

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Vizier's Hill Card 3:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, 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.

    Vizier's Hill Card 4:
    The First Law
    Barrier 1

    Traits
    Curse
    Law
    Trigger
    Elite

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

    Vizier's Hill Card 5:
    Trapped Locker
    Barrier C

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Vizier's Hill Card 6:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Vizier's Hill Card 7:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Vizier's Hill Card 8:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Vizier's Hill Card 9:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Vizier's Hill Card 10:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:1

    Alchemical Laboratory Card 1:
    Noxious Bomb
    Item B

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Alchemical Laboratory Card 2:
    Dhabba
    Ally B

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Alchemical Laboratory Card 3:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Alchemical Laboratory Card 4:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Alchemical Laboratory Card 5:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Alchemical Laboratory Card 6:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Alchemical Laboratory Card 7:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 9:
    Immolate
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 10:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Mumia Lab Card 1:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Mumia Lab Card 2:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mumia Lab Card 3:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Mumia Lab Card 4:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Mumia Lab Card 5:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Mumia Lab Card 6:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Mumia Lab Card 7:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Mumia Lab Card 8:
    Fire Ward Gel
    Item B

    Traits
    Liquid
    Fire
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to reduce Fire damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

    Mumia Lab Card 9:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Mumia Lab Card 10:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    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

    Stonework Passages Card 1:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Stonework Passages Card 2:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Stonework Passages Card 3:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Stonework Passages Card 4:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Stonework Passages Card 5:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Stonework Passages Card 6:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Stonework Passages Card 7:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Stonework Passages Card 8:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Stonework Passages Card 9:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 10:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Sepulcher of the Servant Card 1:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Sepulcher of the Servant Card 2:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Sepulcher of the Servant Card 3:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sepulcher of the Servant Card 4:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Sepulcher of the Servant Card 5:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Sepulcher of the Servant Card 6:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 7:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 8:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 9:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Visiting Sunburst Market to take a Cure spell (swapping out Compass). Will follow to any trader. Starting at Vizier's Hill.

    Not taking Akhentepi armor loot this scenario, so it's available. Per reward draw an extra card and recharge Longbow.

    Shae wrote:

    Hand: Orison, Deathbane Light Crossbow, Magic Leather Armor, Runewell's Echo, Crowbar (Core), Piper Pam (Troubadour), Arueshalae's Gift,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Gift adds 1d4+1 to any basic skill; this lasts the entire round. Trying to save Echo for Int 6 location close.
    Other: Gift used this round? n"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3
    Knowledge: Charisma +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS:
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1) to their checks that use a marked skill. At the start of your ([ ] or any) turn, you may add Arueshalae’s Gift to your hand.
    [][][]: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    When you visit a trader, you may also visit (and trade with) the trader Sunburst Market.
    When you draw your starting hand, you may draw an extra card and recharge a card.
    Deathbane weapons and White War Paint are treated as 1 level lower.
    Paizo reroll used?: n


    Loot:
    Spear of the Watchful Guardian in for Scythe
    Remove Curse in for Force Missile

    Traders:
    Sunburst Market: BotAncients in for Spellbook
    Follow someone for extra options

    Start at Embalming Parlor.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +2
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Hand Size 4 ☐ 5
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X1] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

    Favoured Card Type: Weapon
    Weapon 2 [X1] 3 ☐ 4
    Spell 4 ☐ 5 ☐ 6 ☐ 7
    Armor 1 ☐ 2
    Item 1 [X2] 2
    Ally 2 ☐ 3
    Blessing 5 ☐ 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Shock Glaive, False Life, Soothing Word, Bound Imp
    Displayed: Blood God Nulgreth
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 1 Shirt Reroll Available (3-2D): Yes
    Notes:
    Soothing Word:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Checks
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

    Powers
    Display. While displayed:
    On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
    When not in an encounter, you may banish a buried card to draw a card or to move.
    [X] When you encounter a monster, reload to ignore its before or after acting power.
    [] Reload to avenge; during this encounter, your checks are blessed.


    Channa Ti's Deck Handler Female Half-Elf Druid

    Swap in Fire Gecko for Crow. Channa Ti will take Mask of the Forgotten Pharoah if no one else is interested.
    Visit Sunburst Market to grab a Remove Curse and visit Hadden Hoppert for spells.


    Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    Visit Sunburst Market and switch out Rapier for Remove Curse. Start at Embalming Parlor. Follow someone to a Trader

    "

    Seltyiel wrote:

    Hand: Gallivance, Lightning Touch, Acid Burst, Life Drain, Force Missile,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2
    NOTES:
    Available Support: Force Missile adds 2d4 (Attack, Force, Magic) to any combat
    Other: Dice Re-Roll Used for 3-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Longsword(Core), Blackwing Librarian, Frost Ray, Staff of Minor Healing, Blessing of the Gods (2), Blessing of the Gods, Hammer, Throwing Axe, Blessing of Kols, Spellcharger Jerkin, Gorum's Iron, Remove Curse
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +3
    - Craft: Intelligence +1
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
    Before you reset your hand, you may attempt to recharge a spell in your discard pile.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

    "

    Wayfinders

    Deck Handler Human Monk Str: d6+1 (Melee+2) | Dex: d6 | Con d10+2 (Fort +2) | Int d4 | Wis d10+4 (perception +2) (Divine +3)| Cha d6

    Add amulet of fiery fists to deck for Gem of physical prowess.

    Follow someone to a trader.

    Start at Stonework passages

    "

    Athnul wrote:

    Hand: Blessing of Milani, Dog, Frog, Turtle, Thieves Tools (Core), Blessing of Lamashtu,

    Displayed:

    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-2B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Owl, Quartermaster, Desnas Freedom, Blessing of Cayden Cailean, Amulet of Mighty Fists, Burglar, Blessing of Gorum, Blessing of Gorum 2, Blessing of Irori, Amulet of Fiery Fists, Blood Periapt
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Melee: Str +2
    Perception: Wisdom +2
    Fortitude: Con +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    X
    POWERS:

    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([x] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

    "


    Alahazra deck

    Haz goes to Sunburst Market and picks up an Elemental Treaty (Dragon Emissary removed as payment).

    Continue to use Tablet of Languages Lost (Smoked Glass Goggles set aside).

    haz will start at the Embalming Parlor.

    "

    Alahazra wrote:

    Hand: Blessing of Abadar, Holy Light, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Tablet of Languages Lost (Loot), Blessing of the Gods 1,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2/2
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 2 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it.
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost cand add or subtract 2 from my charisma (including my divine) and diplomacy checks. haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sphere of Fire, Pyrotechnic Blast, Wand of Detect Magic, Druid of the Flame, Fire Snake, Armor of the Sands, Blessing of the Gods 2, Fireblade, Elemental Treaty (trader), Cure (Core), Blessing of the Spellbound 3
    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
    Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Diplomacy: Charisma +2
    Divine: Charisma +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☑ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☐ or 3) cards of any location deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.

    "


    Hadden Hoppert:

    Random Spell:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    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.

    Random Spell:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Random Spell:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a 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.

    Random Spell:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    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.

    Random Spell:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    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.

    Random Spell:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.


    Channa Ti's Deck Handler Female Half-Elf Druid

    Swap Blue Star for Remove Curse at Sunburst Market.
    Bury Viper Strike & Dog to add Speak With Dead from Hadden Hoppert.
    Swap Desna's Star for Mask of the Forgotten Pharoah loot.
    Start at Alchemical Laboratory.
    Draw starting hand +1 card, then recharge 1 (Blessing of Ketephys).
    Add Kafar to starting hand.

    Channa Ti wrote:

    Hand: Aspect of the Hawk, Charm Animal, Elemental Treaty, Fire Gecko, Blessing of the Sages, Mask of the Forgotten Pharoah (loot), Kafar (acq),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2
    NOTES:
    Other: Dice Re-Roll Used for 2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frigid Blast, Speak with Dead (tr), Hide Armor (c), Cure, Mastiff, Cloud Puff, Shock Lizard, Remove Curse (tr), Stone Axe +1
    Recharged: Blessing of Ketephys,
    Discard Pile:
    Buried Pile:

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine
    POWERS:
    You may discard a card to add 1d8 to your check that invokes the Acid or Cold ([X] or Electricity or Poison) trait.
    You may recharge a card that has the Liquid or Magic (□ or Divine) trait to reduce Acid or Fire ([X] or Poison) damage dealt to you to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.


    Channa Ti's Deck Handler Female Half-Elf Druid

    The hour of the Ancients
    Remain at Alchemical Laboratory.

    Bury Charm Animal to draw a new Animal ally: Shock Lizard (A0).
    Explore:

    Noxious Bomb:
    Item B
    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Reveal Mask to add 1.
    Craft 5: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5 acquired

    Recharge Shock Lizard to explore:

    Dhabba:
    Ally B
    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Reveal Mask.
    Survival 6: 1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10 acquired

    Recharge Dhabba to explore:

    Acid Flask:
    Item B
    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Reveal Mask.
    Craft 5: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 acquired

    Discard Kafar to explore:

    Toxic Geyser:
    Barrier B
    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Reveal Mask.
    Survival 5+##=9: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Paizo re-roll
    Survival 5+##=9: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9 defeated

    Recharge Fire Gecko to explore:

    Vanth:
    Monster 2
    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    BYA Random scourge: 1d6 ⇒ 4 Curse of Daybane
    Banish Noxious Bomb to use Dex skill, discard Acid Flask to add Craft.
    Combat 13: 1d8 + 2d6 + 1d6 + 3 ⇒ (8) + (2, 6) + (2) + 3 = 21 defeated by more than 5
    Attempt to recharge Acid Flask, revealing Mask: Craft 9: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 discarded
    Location power deals Acid damage (increased by Deadly): 1d4 + 1 ⇒ (4) + 1 = 5 - Recharge Aspect of the Hawk to reduce to 0 per CT's power.
    Examine bottom card of location per scenario power: Echoes of Confusion - TRIGGER. Display barrier next to CT's deck.

    Display Elemental Treaty at Alchemical Laboratory.
    End turn. Attempt check to banish EoC, revealing Mask.
    Divine 6: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6 banished
    Reset hand.

    Channa Ti wrote:

    Hand: Cure, Hide Armor (c), Cloud Puff, Shock Lizard, Blessing of the Sages, Mask of the Forgotten Pharoah (loot),

    Displayed: Curse of Daybane, Elemental Treaty,
    Deck: 10 Discard: 2 Buried: 1
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2
    NOTES:
    Available Support: Cure & Cloud Puff available locally. BotSages recharges to add 3d8 to any Knowledge or Perception check.
    Other: Dice Re-Roll Used for 2D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frigid Blast, Stone Axe +1, Mastiff, Speak with Dead (tr), Remove Curse (tr)
    Recharged: Blessing of Ketephys, Shock Lizard (acq), Dhabba (acq), Fire Gecko, Aspect of the Hawk,
    Discard Pile: Kafar (acq), Acid Flask (acq),
    Buried Pile: Charm Animal,

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine
    POWERS:
    You may discard a card to add 1d8 to your check that invokes the Acid or Cold ([X] or Electricity or Poison) trait.
    You may recharge a card that has the Liquid or Magic (□ or Divine) trait to reduce Acid or Fire ([X] or Poison) damage dealt to you to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.

    Turn Summary:
    Drew new ally: Shock Lizard.
    Alchemical Lab Cards 1, 2 & 3 acquired.
    Cards 4, 5 & 10 banished.
    Elemental Treaty displayed at Alc Lab.

    Wayfinders

    Deck Handler Human Monk Str: d6+1 (Melee+2) | Dex: d6 | Con d10+2 (Fort +2) | Int d4 | Wis d10+4 (perception +2) (Divine +3)| Cha d6

    Turn 2: Blessing of Bastet

    Free Explore: Dry Quicksand (Wisdom 9)
    Recharge Thieves tools to add 2d8.

    Wisdom 9: 1d10 + 2 + 2d8 ⇒ (5) + 2 + (8, 6) = 21 -> Defeated.

    Exceeded by 5, examine bottom of location: Bonecrusher Wizard
    Trigger, encounter wizard.

    Reveal Blessing of Milani to evade wizard.

    Discard Dog to explore.

    Random card: 1d9 + 1 ⇒ (1) + 1 = 2 -> Corrosive Dagger, autofail, banished.

    Discard Frog to explore.

    Random card: 1d8 + 2 ⇒ (6) + 2 = 8 -> Lightning Storm (displayed next to Passages)

    Discard Turtle to explore.

    Random card: 1d7 ⇒ 1 -> Toxic Geyser (Wisdom 11)
    Discard Blessing of Milani to bless twice.

    Wisdom 11: 1d10 + 2 + 2d10 ⇒ (6) + 2 + (2, 6) = 16 -> Defeated.

    Random bottom card: 1d6 ⇒ 6 -> Bonecrusher wizard. Reveal Blessing of Lamashtu to evade.

    End turn, reset hand.

    "

    Athnul wrote:

    Hand: Desnas Freedom, Amulet of Mighty Fists, Amulet of Fiery Fists, The Owl, Blessing of Cayden Cailean, Blessing of Lamashtu,

    Displayed:

    Deck: 7 Discard: 4 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-2B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blood Periapt, Quartermaster, Burglar, Blessing of Gorum 2, Blessing of Gorum, Blessing of Irori
    Recharged: Thieves Tools (Core),
    Discard Pile: Dog, Frog, Turtle, Blessing of Milani,
    Buried Pile:

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

    Melee: Str +2
    Perception: Wisdom +2
    Fortitude: Con +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    X
    POWERS:

    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([x] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

    "

    Cards 1,2,3 and 8 are banished. Location needs to be shuffled and there's a Bonecrusher Wizard.


    Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of Wadjet
    Location: Embalming Parlor
    Location Power:Recharge an item to add the Acid, Cold or Poison trait to any check.
    Scenario Powers:
    After building the location decks, display the cohort Ridaiya Merai next to a random location. (Embalming Parlor)
    If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
    Besieged: After you move, suffer 1 Ranged Combat damage.
    Deadly: When you suffer damage, it is increased by 1.

    Start of turn, examine bottom card
    Card 10 - Acid Flask. - SHUFFLE

    Free Explore: 1d10 ⇒ 6

    Blasphemous Priest:

    Monster C
    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

    Powers
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Combat 10: 1d8 + 4 + 2d4 ⇒ (5) + 4 + (3, 4) = 16

    Roll Details:

    Combat(Arcane) - 1d8+4
    Lightning Touch - 2d4

    Use Ridaiya Merai to reduce the result by 2. Even when I try to go easy on them, I obliterate them

    I decide to accompany our guest to the the Embalming Parlor in hopes they can shed some light on this Sky Pyramid and because frankly, I don't trust her. Sensing the volatility in the air, our guest suggests a more "subtle" approach.

    "Subtle? Pretty sure we've gotten this far by NOT being subtle." I bark at Ridaiya.

    Just then a priest turns the corner and begins chanting a spell. With no time to waste, I draw Galavance and just as I go to charge it up, I hear Ridaiya cough very loudly beside me.

    With a sigh, I simply cast the spell directly at the priest. At the last minute, Ridaiya discharges some of the lightning at it hits the priest.

    "Subtlety" She turns to me her face becoming more and more distraught.

    Seltyiel ends his turn.

    Seltyiel attempts to recover all cards in his Recovery pile.
    Lightning Touch: Arcane 6: 1d8 + 4 ⇒ (1) + 4 = 5 -> Lightning Touch discarded.

    Use Power before I reset my hand to attempt to recharge a spell in my discard pile
    Lightning Touch: Arcane 6: 1d8 + 4 ⇒ (1) + 4 = 5 -> Lightning Touch stays discarded.

    I AM NOT so good at this subtlety thing

    Seltyiel resets his hand.

    "

    Seltyiel wrote:

    Hand: Gallivance, Acid Burst, Life Drain, Force Missile, Blessing of Kols,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2
    NOTES:
    Available Support: Force Missile adds 2d4 (Attack, Force, Magic) to any combat
    Other: Paizo Re-Roll Used for 3-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Blessing of the Gods (2), Blessing of the Gods, Staff of Minor Healing, Blackwing Librarian, Spellcharger Jerkin, Throwing Axe, Remove Curse, Hammer, Longsword(Core), Frost Ray
    Recharged:
    Discard Pile: Lightning Touch,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +3
    - Craft: Intelligence +1
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
    Before you reset your hand, you may attempt to recharge a spell in your discard pile.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

    "

    End of Turn Summary
    Shuffle the Embalming parlor
    Banish Card 6 from parlor


    Thargrap buries the Blasphemous Priest


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Bonecrusher Hyenamaster
    Monster B

    Traits
    Gnoll
    Basic
    Trigger

    Check
    Combat
    9
    THEN
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Monster 2
    Spoiler:
    Bonecrusher Hyenamaster
    Monster B

    Traits
    Gnoll
    Basic
    Trigger

    Check
    Combat
    9
    THEN
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Monster 3
    Spoiler:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Monster 4
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 5
    Spoiler:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

    Powers
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Barrier 2
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Barrier 3
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. 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, draw the scourge Curse of Poisoning from the box.

    Barrier 4
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 5
    Spoiler:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Random Weapons:
    Weapon 1
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Weapon 2
    Spoiler:
    Spelldagger
    Weapon C

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Arcane
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

    Weapon 3
    Spoiler:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Weapon 4
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Djinni Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Random Spells:
    Spell 1
    Spoiler:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Filter Hood
    Armor B

    Traits
    Accessory
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    4
    OR
    Intelligence
    Craft
    Survival
    6

    Powers
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Armor 2
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

    Powers
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

    Armor 3
    Spoiler:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 5
    Spoiler:
    Crocodile Skin Helmet
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Random Items:
    Item 1
    Spoiler:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    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.

    Item 2
    Spoiler:
    Bladeguard
    Item C

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Item 3
    Spoiler:
    Flame Staff
    Item B

    Traits
    Staff
    Attack
    Fire
    Magic
    Basic

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Item 4
    Spoiler:
    Flame Staff
    Item C

    Traits
    Staff
    Attack
    Fire
    Magic
    Basic

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Item 5
    Spoiler:
    Key of the Second Vault
    Item C

    Traits
    Object
    Magic
    Abadar

    Check
    Disable
    Perception
    Arcane
    Divine
    10

    Powers
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Random Allies:
    Ally 1
    Spoiler:
    Mumia Smugglers
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Hireling

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Giant Slug
    Ally B

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

    Blessing 5
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Turn: 4 Arueshalae/wkover

    Top of Blessing Discard Pile: Blessing of Thoth

    Top Blessing:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Alahazra)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 2 (Turn 6 Thargrap)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 3 (Turn 7 Channa Ti)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 4 (Turn 8 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 5 (Turn 9 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 6 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 11 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 8 (Turn 12 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 13 Channa Ti)
    Spoiler:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 10 (Turn 14 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 15 Seltyiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 14 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 17 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 19 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 22 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 24 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 26 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:1
    Located here: Haz, Thargrap, Seltyiel
    Notes: Ridaiya Merai displayed
    Acid Flask

    Embalming Parlor Card 1:
    Magic Carpet
    Item 2

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    Charisma
    Survival
    9

    Powers
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

    Embalming Parlor Card 2:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Embalming Parlor Card 3:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

    Embalming Parlor Card 4:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Embalming Parlor Card 5:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 6:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 7:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 8:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Embalming Parlor Card 9:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Shae

    Vizier's Hill Card 1:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Vizier's Hill Card 2:
    Fire Hydra
    Monster B

    Traits
    Aberration
    Fire
    Basic

    Check
    Combat
    7

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Vizier's Hill Card 3:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, 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.

    Vizier's Hill Card 4:
    The First Law
    Barrier 1

    Traits
    Curse
    Law
    Trigger
    Elite

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

    Vizier's Hill Card 5:
    Trapped Locker
    Barrier C

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Vizier's Hill Card 6:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Vizier's Hill Card 7:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Vizier's Hill Card 8:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Vizier's Hill Card 9:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Vizier's Hill Card 10:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Channa Ti
    Notes: Elemental Treaty displayed

    Alchemical Laboratory Card 1:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Alchemical Laboratory Card 2:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 3:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 4:
    Immolate
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Mumia Lab Card 1:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Mumia Lab Card 2:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Mumia Lab Card 3:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Mumia Lab Card 4:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Mumia Lab Card 5:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Mumia Lab Card 6:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Mumia Lab Card 7:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Mumia Lab Card 8:
    Fire Ward Gel
    Item B

    Traits
    Liquid
    Fire
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to reduce Fire damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

    Mumia Lab Card 9:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Mumia Lab Card 10:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    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:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Athnul
    Notes: Lightning Storm displayed
    Bonecrusher Wizard

    Stonework Passages Card 1:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Stonework Passages Card 2:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Stonework Passages Card 3:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 4:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Stonework Passages Card 5:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Stonework Passages Card 6:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Sepulcher of the Servant Card 1:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Sepulcher of the Servant Card 2:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Sepulcher of the Servant Card 3:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sepulcher of the Servant Card 4:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Sepulcher of the Servant Card 5:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Sepulcher of the Servant Card 6:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 7:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 8:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 9:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Hour: Thoth.

    Stay @ Vizier's Hill and encounter Warrior Dolls (henchman).

    As she scouts the area from high ground, Shae catches sight of a company of paper golems racing up the hillside.

    Combat 14/16 w/ my Orison: 3d8 + 5 ⇒ (6, 5, 2) + 5 = 18 - defeated

    The archer showers the papyrus warriors with lit arrows, then watches gleefully as they burn and crumble.

    Fire is always a welcome sight.

    For closing check: I auto-block the 2 (1+1) poison damage.

    Int 6 to close w/ my Echo: 1d6 + 1d12 ⇒ (2) + (10) = 12 - location closed

    Display armor, then draw up.

    Shae wrote:

    Hand: Arueshalae's Gift, Deathbane Light Crossbow, Prayer 1, White War Paint, Crowbar (Core), Piper Pam (Troubadour),

    Displayed: Magic Leather Armor,
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Gift adds 1d4+1 to any basic skill; this lasts the entire round.
    Other: Gift used this round? n"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3
    Knowledge: Charisma +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS:
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1) to their checks that use a marked skill. At the start of your ([ ] or any) turn, you may add Arueshalae’s Gift to your hand.
    [][][]: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    When you visit a trader, you may also visit (and trade with) the trader Sunburst Market.
    When you draw your starting hand, you may draw an extra card and recharge a card.
    Deathbane weapons and White War Paint are treated as 1 level lower.
    Paizo reroll used?: n

    Vizier's Hill is closed. Gift is in hand and available.


    Alahazra deck

    OFF-TURN ACTIONS: on Shaes turn - recharge BotG to examine Embalming Parlor
    Embalming Parlor Card 1: Magic Carpet
    Embalming Parlor Card 2: Detect Undead

    Hourglass Discard: Blessing of Horus

    Explore: Magic Carpet
    Shae uses gift (Charisma) on Haz
    Charisma 9: 1d10 + 2 + 1d4 + 1 ⇒ (4) + 2 + (3) + 1 = 10
    Magic carpet acquired

    Discard BotSpellbound 1 to explore
    Explore: Detect Undead
    Auto acquired Detect Undead

    Cast Detect Undead
    Embalming Parlor Card 3: Collapsing Scaffolding

    Recharge BotSpellbound 2 to examine Mumia Lab
    Mumia Lab Card 1: Ubashki Swarm Trigger
    Mumia Lab Card 2: Warrior Dolls
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    Haz auto fails the Stealth 6 check. Every character at Embalming Parlor summons and encounters an Ubashki Swarm.
    Encounter: Ubashki Swarm
    Haz casts holy light
    Combat 8: 1d10 + 5 + 2d12 + 1d4 + 1 ⇒ (4) + 5 + (11, 10) + (3) + 1 = 34
    If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
    Examine bottom card - Embalming Parlor Card 9: Blessing of the Elements
    Blessing of the Elements is banished and Haz suffers a scourge:
    Scourge: 1d6 ⇒ 5 Curse of the Ravenous
    Thargrap takes second check for me

    Haz changes the order of the top two cards at Mumia Lab. Warrior Dolls is now on top and Ubashki Swarm is the second card.

    Alahazra ends her turn.

    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.

    curse: 1d4 ⇒ 3 No spells or weapons in my discard.

    Alahazra attempts to recover all cards in her Recovery pile.
    Detect Undead: Divine 7: 1d10 + 5 + 1d4 + 1 ⇒ (8) + 5 + (1) + 1 = 15 -> Detect Undead recharged.
    Holy Light: Divine 8: 1d10 + 5 + 1d4 + 1 ⇒ (10) + 5 + (4) + 1 = 20 -> Holy Light recharged.

    Alahazra resets her hand.

    "

    Alahazra wrote:

    Hand: Blessing of Abadar, Fire Snake, Elemental Treaty (trader), Blessing of the Gods 2, Tablet of Languages Lost (Loot), Magic Carpet,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2/2
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 2 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it.
    Movement: Curse of the Ravenous
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost cand add or subtract 2 from my charisma (including my divine) and diplomacy checks. haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound 3, Wand of Detect Magic, Fireblade, Sphere of Fire, Armor of the Sands, Druid of the Flame, Pyrotechnic Blast, Cure (Core)
    Recharged: Blessing of the Gods 1, Blessing of the Spellbound 2, Detect Undead, Holy Light,
    Discard Pile: Blessing of the Spellbound 1,
    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
    Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Diplomacy: Charisma +2
    Divine: Charisma +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☑ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☐ or 3) cards of any location deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.

    "


    STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Gift displayed for Haz. War Paint Displayed.

    Shae wrote:

    Hand: Deathbane Light Crossbow, Prayer 1, Crowbar (Core), Piper Pam (Troubadour),

    Displayed: Magic Leather Armor, White War Paint, Arueshalae's Gift,
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Gift adds 1d4+1 to any basic skill; this lasts the entire round.
    Other: Gift used this round? y"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3
    Knowledge: Charisma +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS:
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1) to their checks that use a marked skill. At the start of your ([ ] or any) turn, you may add Arueshalae’s Gift to your hand.
    [][][]: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    When you visit a trader, you may also visit (and trade with) the trader Sunburst Market.
    When you draw your starting hand, you may draw an extra card and recharge a card.
    Deathbane weapons and White War Paint are treated as 1 level lower.
    Paizo reroll used?: n


    Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    Ubashki Swarm:

    Monster 1
    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Combat 8(10): 1d8 + 4 + 2d4 ⇒ (7) + 4 + (4, 2) = 17

    Roll Details:

    Combat(Arcane) - 1d8+4
    Life Drain - 2d4

    Heal Lightning Touch

    Bottom is Yellow Jelly, so no bad stuffs

    Combat 8(10): 1d8 + 4 + 1d6 + 1 ⇒ (5) + 4 + (1) + 1 = 11

    Roll Details:

    Combat(Melee) - 1d8+4
    Gallivance - 1d6+1

    End of Hazs turn.

    Seltyiel attempts to recover all cards in his Recovery pile.
    Life Drain: Arcane 9: 1d8 + 4 ⇒ (6) + 4 = 10 -> Life Drain recharged.


    Haz's Ubashki Swarm:
    Reveal Shock Glaive
    Combat 8/10/13: 1d10 + 4 + 1d10 + 1d4 ⇒ (2) + 4 + (4) + (2) = 12 Defeated.

    Thargrap's Ubashki Swarm:
    Reveal Shock Glaive
    Combat 8/10/13: 1d10 + 4 + 1d10 + 1d4 ⇒ (6) + 4 + (5) + (1) = 16 Success.
    Examine bottom card: Yellow Jelly.
    Reveal Shock Glaive
    Combat 8/10/13: 1d10 + 4 + 1d10 + 1d4 ⇒ (6) + 4 + (9) + (4) = 23 Defeated.
    Examine bottom card: Yellow Jelly.

    Hour: Blessing of Bastet

    Cast Soothing Word on Haz to heal for 1 and remove scourge.
    Display False Life.

    Move to Mumia Lab.
    Banish False Life to block 2 damage.

    Banish (to recovery) Bound Imp to draw 2 cards: Staff of Minor Healing and Orison.

    Explore: Warrior Dolls
    Reveal Shock Glaive
    Combat 10+2=12/14/17: 1d10 + 4 + 1d10 + 1d4 ⇒ (5) + 4 + (1) + (4) = 14 Defeated, buried. No random barrier, no examine.

    Close: Crawling Hands

    Crawling Hands:
    Crawling Hands
    Henchman Monster 2

    Traits
    Undead
    Swarm

    Check
    Combat
    13

    Powers
    The Crawling Hands are immune to the Mental and Poison traits.
    If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

    Reveal Shock Glaive, banish Blasphemous Priest for +d6
    Combat 13/17/18: 1d10 + 4 + 1d10 + 1d4 + 1d6 ⇒ (7) + 4 + (3) + (1) + (3) = 18 Defeated.
    Examine bottom card: Baited Jewel Box Trigger.
    Shuffle Staff of Minor Healing into location.
    Location closed.
    Draw: Bladeguard.

    Recover Soothing Word
    Recharge Orison
    Arcane 11: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (5) = 11
    Recover Bound Imp Arcane 8: 1d8 + 2 ⇒ (1) + 2 = 3 Discarded.

    Discard Bladeguard.
    Draw up to 4.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +2
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Hand Size 4 ☐ 5
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X1] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

    Favoured Card Type: Weapon
    Weapon 2 [X1] 3 ☐ 4
    Spell 4 ☐ 5 ☐ 6 ☐ 7
    Armor 1 ☐ 2
    Item 1 [X2] 2
    Ally 2 ☐ 3
    Blessing 5 ☐ 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Shock Glaive, Remove Curse, Leather Armor, Orison
    Displayed: Blood God Nulgreth
    Deck: 10 Discard: 2 Buried: 1
    Hero Points: 1 Shirt Reroll Available (3-2D): Yes
    Notes:
    Remove Curse:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

    Powers
    Display. While displayed:
    On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
    When not in an encounter, you may banish a buried card to draw a card or to move.
    [X] When you encounter a monster, reload to ignore its before or after acting power.
    [] Reload to avenge; during this encounter, your checks are blessed.


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Monster 2
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Monster 3
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Monster 4
    Spoiler:
    Tekenu
    Monster 2

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.

    Monster 5
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

    Powers
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 2
    Spoiler:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Barrier 3
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Barrier 4
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Barrier 5
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 2
    Spoiler:
    Djinni Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Weapon 3
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Weapon 4
    Spoiler:
    Whip
    Weapon C

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 5
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Random Spells:
    Spell 1
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 3
    Spoiler:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    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.

    Armor 2
    Spoiler:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 3
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    Recharge this card to add 1d8 to your Stealth check or 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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

    Powers
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Fire Ward Gel
    Item B

    Traits
    Liquid
    Fire
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to reduce Fire damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

    Item 2
    Spoiler:
    Burglar's Bracers
    Item C

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

    Powers
    Recharge this card to add 1d8 to your Craft or Disable check.

    Item 3
    Spoiler:
    Twitch Tonic
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Discard this card to examine the top card of your location, then explore your location.
    Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

    Item 4
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

    Powers
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 5
    Spoiler:
    Compass
    Item B

    Traits
    Object
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Random Allies:
    Ally 1
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

    Powers
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    Ally 2
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or 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.

    Ally 3
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Ally 4
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessing 5
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Turn: 7 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessings Deck Card 2 (Turn 9 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 3 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 11 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 5 (Turn 12 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 13 Channa Ti)
    Spoiler:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 7 (Turn 14 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 15 Seltyiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 11 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 14 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 16 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 19 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 21 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 23 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Haz, Seltyiel
    Notes: Ridaiya Merai displayed
    Acid Flask

    Embalming Parlor Card 1 - Collapsing Scaffolding:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

    Embalming Parlor Card 2:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Embalming Parlor Card 3:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 4:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 5:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 6 - Yellow Jelly:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Shae

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Channa Ti
    Notes: Elemental Treaty displayed

    Alchemical Laboratory Card 1:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Alchemical Laboratory Card 2:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 3:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 4:
    Immolate
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    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:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Athnul
    Notes: Lightning Storm displayed
    Bonecrusher Wizard

    Stonework Passages Card 1:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Stonework Passages Card 2:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Stonework Passages Card 3:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 4:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Stonework Passages Card 5:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Stonework Passages Card 6:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Sepulcher of the Servant Card 1:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Sepulcher of the Servant Card 2:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Sepulcher of the Servant Card 3:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sepulcher of the Servant Card 4:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Sepulcher of the Servant Card 5:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Sepulcher of the Servant Card 6:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 7:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 8:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 9:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • Channa Ti's Deck Handler Female Half-Elf Druid

    The hour of Pharasma (no basic trait).
    Remain at Alchemical Laboratory.

    Explore:

    Scroll of Thoth:
    Item 1
    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Reveal Mask.
    Divine 7: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15 acquired

    Recharge Shock Lizard to explore:

    Warrior Dolls:
    Henchman Monster 1
    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shock Lizard adds Electricity. Discard Scroll of Thoth to add 1d8 per CT's power. Display and recharge Hide Armor to add Survival modifier. Discard BotSages to bless.
    Combat 10+##=14: 2d4 + 1d8 + 4 ⇒ (4, 1) + (8) + 4 = 17 defeated
    Attempt close check revealing Mask:
    Craft 5+#=7: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 failed

    Send Cure to recovery to heal CT: 1d4 + 1 ⇒ (3) + 1 = 4 all cards in discard.
    End turn. Attempt recovery revealing Mask:
    Cure - Divine 8: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14 recharged
    Reset hand.

    Channa Ti wrote:

    Hand: Frigid Blast, Aspect of the Hawk, Cloud Puff, Remove Curse (tr), Kafar (acq), Mask of the Forgotten Pharoah (loot),

    Displayed: Curse of Daybane, Elemental Treaty,
    Deck: 13 Discard: 0 Buried: 1
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2
    NOTES:
    Available Support: Remove Curse & Cloud Puff available.
    Other: Dice Re-Roll Used for 2D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Sages, Stone Axe +1, Speak with Dead (tr), Dhabba (acq), Scroll of Thoth (acq), Fire Gecko, Mastiff, Shock Lizard, Acid Flask (acq), Hide Armor (c), Blessing of Ketephys, Shock Lizard (acq)
    Recharged: Cure,
    Discard Pile:
    Buried Pile: Charm Animal,

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine
    POWERS:
    You may discard a card to add 1d8 to your check that invokes the Acid or Cold ([X] or Electricity or Poison) trait.
    You may recharge a card that has the Liquid or Magic (□ or Divine) trait to reduce Acid or Fire ([X] or Poison) damage dealt to you to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.

    Wayfinders

    Deck Handler Human Monk Str: d6+1 (Melee+2) | Dex: d6 | Con d10+2 (Fort +2) | Int d4 | Wis d10+4 (perception +2) (Divine +3)| Cha d6

    Turn 8: Blessing of Wadjet

    Lightning Storm: 1d4 ⇒ 1 -> 1 point of damage (scenario adds 1, location reduces 1.) -> Discard Amulet of Mighty Fists

    New location: 1d8 ⇒ 1 -> Embalming parlor

    Free Explore: Sand Creeper (Combat 9)

    Reveal amulet for 1d8

    Combat 9: 1d6 + 2 + 1d8 ⇒ (5) + 2 + (4) = 11 -> Defeated.

    Discard The Owl to explore again.

    Explore 2: Bonecrusher Wizard

    Reveal Blessing of Lamashtu to evade.

    Discard Blessing of Cayden to explore again

    Random card: 1d5 ⇒ 3 -> Crocodile Skin Lamellar (Fort 5)

    Fort 5: 1d10 + 2 ⇒ (1) + 2 = 3 -> Discarded.

    End turn, reset hand.

    "

    Athnul wrote:

    Hand: Desnas Freedom, Blessing of Gorum, Amulet of Fiery Fists, Blood Periapt, Blessing of Gorum 2, Blessing of Lamashtu,

    Displayed:

    Deck: 4 Discard: 7 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-2B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Irori, Quartermaster, Burglar
    Recharged: Thieves Tools (Core),
    Discard Pile: Dog, Frog, Turtle, Blessing of Milani, Amulet of Mighty Fists, The Owl, Blessing of Cayden Cailean,
    Buried Pile:

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

    Melee: Str +2
    Perception: Wisdom +2
    Fortitude: Con +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    X
    POWERS:

    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([x] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

    "


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Sand Creeper
    Monster B

    Traits
    Elemental
    Outsider
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.

    Monster 2
    Spoiler:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Monster 3
    Spoiler:
    Bonecrusher Hyenamaster
    Monster B

    Traits
    Gnoll
    Basic
    Trigger

    Check
    Combat
    9
    THEN
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Monster 4
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 5
    Spoiler:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Random Barriers:
    Barrier 1
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 2
    Spoiler:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Barrier 3
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Barrier 4
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Barrier 5
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 2
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

    Weapon 3
    Spoiler:
    Poisoned Sand Tube
    Weapon B

    Traits
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    Knowledge
    Ranged
    6

    Powers
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

    Weapon 4
    Spoiler:
    Fighting Crook
    Weapon C

    Traits
    Club
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons,  you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait. 
    After you act, reveal an armor or you are dealt 1 combat damage.

    Weapon 5
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Random Spells:
    Spell 1
    Spoiler:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Viper Strike
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 4
    Spoiler:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

    Powers
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

    Armor 2
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    Recharge this card to add 1d8 to your Stealth check or 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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

    Powers
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 5
    Spoiler:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Compass
    Item C

    Traits
    Object
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Item 2
    Spoiler:
    Magnifying Glass
    Item B

    Traits
    Tool
    Basic

    Check
    Intelligence
    Perception
    4

    Powers
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Item 3
    Spoiler:
    Ring of the Godless
    Item B

    Traits
    Accessory
    Magic

    Check
    Wisdom
    5

    Powers
    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.

    Item 4
    Spoiler:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 5
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

    Powers
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

    Powers
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

    Ally 2
    Spoiler:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 3
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    Ally 4
    Spoiler:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Ally 5
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 9 Seltyiel/Gimry

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 11 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessings Deck Card 3 (Turn 12 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 13 Channa Ti)
    Spoiler:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 5 (Turn 14 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 15 Seltyiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 9 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 12 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 14 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 17 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 19 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 21 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Haz, Seltyiel
    Notes: Ridaiya Merai displayed, Lightning Storm displayed
    Acid Flask

    Embalming Parlor Card 1 - Collapsing Scaffolding:
    Collapsing Scaffolding
    Barrier B

    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

    Embalming Parlor Card 2:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Embalming Parlor Card 3:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 4:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 5:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 6 - Yellow Jelly:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Shae

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Channa Ti
    Notes: Elemental Treaty displayed

    Alchemical Laboratory Card 1:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 2:
    Immolate
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    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:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Athnul
    Notes: Bonecrusher Wizard

    Stonework Passages Card 1:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 2:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Stonework Passages Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Stonework Passages Card 4:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Sepulcher of the Servant Card 1:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Sepulcher of the Servant Card 2:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Sepulcher of the Servant Card 3:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sepulcher of the Servant Card 4:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Sepulcher of the Servant Card 5:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Sepulcher of the Servant Card 6:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 7:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 8:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 9:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 10:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of Abadar
    Location: Embalming Parlor
    Location Power:Recharge an item to add the Acid, Cold or Poison trait to any check.
    Scenario Powers:
    After building the location decks, display the cohort Ridaiya Merai next to a random location. (Embalming Parlor)
    If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
    Besieged: After you move, suffer 1 Ranged Combat damage.
    Deadly: When you suffer damage, it is increased by 1.

    Start of Turn: Lightning Storm: 1d4 ⇒ 1
    2 Damage(+1 from Deadly): discard Force Missile and Acid Burst
    New Location: 1d8 ⇒ 2
    New Location - Hall of Blessed Rebirth

    Collapsing Scaffolding:

    Barrier B
    Traits
    Obstacle
    Bludgeoning
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    4
    THEN
    Dexterity
    Acrobatics
    Perception
    7

    Powers
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

    Dexterity 4: 1d6 ⇒ 3

    Roll Details:

    Dexterity - 1d6

    Ridaiya adds 2, so success

    Dexterity 7: 1d6 + 1d6 + 1d6 ⇒ (4) + (5) + (3) = 12

    Roll Details:

    Dexterity - 1d6
    Double Blessed - 1d6+1d6

    Have Haz Recharge her Abadar since it matches the Hour
    Bottom is Jelly, so no badness

    Seltyiel attempts to recharge spell in Discard Pile.
    Force Missile: Arcane 6: 1d8 + 4 ⇒ (6) + 4 = 10 -> Force Missile recharged.

    Before me stands some old rickety scaffolding. As I weigh our options, Ridaiya shows up by my side.

    "How do you suppose we get over this? And what do we do about the blind one over there?" I ask Ridaiya.

    Ridaiya just shrugs at me.

    "Welp, here goes nothing!" I quickly jump from scaffold to scaffold pointing out exactly where to step for Ridaiya to follow. As we get to other side, we turn back to Haz to figure out how to help her across. Haz then simply dances from scaffold to scaffold barely touching any of them as she crosses.

    "Show off" I mutter as Haz begins to take the lead.

    "

    Seltyiel wrote:

    Hand: Gallivance, Lightning Touch, Blackwing Librarian, Gorum's Iron, Blessing of Kols,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2
    NOTES:
    Other: Paizo Re-Roll Used for 3-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Remove Curse, Staff of Minor Healing, Hammer, Frost Ray, Blessing of the Gods (2), Spellcharger Jerkin, Throwing Axe, Blessing of the Gods, Longsword(Core)
    Recharged: Life Drain, Force Missile,
    Discard Pile: Acid Burst,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +3
    - Craft: Intelligence +1
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
    Before you reset your hand, you may attempt to recharge a spell in your discard pile.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

    "

    End of Turn Summary
    Took damage from Lightning Storm, Storm moved to Hall of Blessed Rebirth
    Banished Card 1 from the Embalming Parlor
    Recharged Haz's Blessing of Abadar


    STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Hour: Blessing of the Ancients. SOT: Retrieve Gift.

    Move to Sepulcher, recharge armor to block 2 combat damage from movement. Encounter Blowgun, and I'll choose to fail the acquire check.

    Discard Pam to explore, encounter Blessing of Horus.

    Ranged 7: 1d8 + 4 ⇒ (8) + 4 = 12 - blessing acquired

    Discard Prayer to explore, encounter Catching Cape.

    Know 5: 1d12 + 1 ⇒ (8) + 1 = 9 - armor acquired

    Shae wrote:

    Hand: Blessing of Horus, Deathbane Light Crossbow, Catching Cape, The Paladin, Crowbar (Core), Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Gift adds 1d4+1 to any basic skill; this lasts the entire round.
    Other: Gift used this round? n"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3
    Knowledge: Charisma +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS:
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1) to their checks that use a marked skill. At the start of your ([ ] or any) turn, you may add Arueshalae’s Gift to your hand.
    [][][]: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    When you visit a trader, you may also visit (and trade with) the trader Sunburst Market.
    When you draw your starting hand, you may draw an extra card and recharge a card.
    Deathbane weapons and White War Paint are treated as 1 level lower.
    Paizo reroll used?: n

    Top card of Sepulcher is card 4. Gift is in hand and available.


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Yellow Jelly
    Monster B

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Monster 2
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Monster 3
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Monster 4
    Spoiler:
    Ice Elemental
    Monster 2

    Traits
    Elemental
    Outsider
    Cold
    Elite

    Check
    Combat
    12

    Powers
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Monster 5
    Spoiler:
    Fire Hydra
    Monster B

    Traits
    Aberration
    Fire
    Basic

    Check
    Combat
    7

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Random Barriers:
    Barrier 1
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Barrier 2
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Barrier 3
    Spoiler:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Barrier 4
    Spoiler:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Barrier 5
    Spoiler:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Random Weapons:
    Weapon 1
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 2
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 3
    Spoiler:
    Icy Longspear +1
    Weapon C

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 4
    Spoiler:
    Twin Serpent Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Nethys
    Elite

    Check
    Strength
    Melee
    Arcane
    9

    Powers
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Djinni Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Random Spells:
    Spell 1
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a 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.

    Spell 2
    Spoiler:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Spell 3
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Armor 3
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    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 the damage type. If proficient with light armors, you may play another armor on this check.

    Armor 5
    Spoiler:
    Filter Hood
    Armor B

    Traits
    Accessory
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    4
    OR
    Intelligence
    Craft
    Survival
    6

    Powers
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Flash Freeze
    Item C

    Traits
    Liquid
    Cold
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Item 2
    Spoiler:
    Smoke Stick
    Item 1

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

    Item 3
    Spoiler:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.

    Item 4
    Spoiler:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Item 5
    Spoiler:
    Flash Freeze
    Item B

    Traits
    Liquid
    Cold
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Random Allies:
    Ally 1
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Tomb Raider
    Ally C

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and 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. You may then explore your location.

    Ally 4
    Spoiler:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Caravan Guard
    Ally B

    Traits
    Human
    Hireling
    Elite

    Check
    Bury an armor

    OR
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Ancients
    Blessing C

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter 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 card that has the Gambling trait and add it to your hand.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Turn: 11 Alahazra/Katlyn99

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 13 Channa Ti)
    Spoiler:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessings Deck Card 3 (Turn 14 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 15 Seltyiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 7 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 10 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 12 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 15 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 17 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 19 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Haz, Seltyiel
    Notes: Ridaiya Merai displayed
    Acid Flask

    Embalming Parlor Card 1:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Embalming Parlor Card 2:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 3:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 4:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 5 - Yellow Jelly:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1
    Notes: , Lightning Storm displayed

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Channa Ti
    Notes: Elemental Treaty displayed

    Alchemical Laboratory Card 1:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 2:
    Immolate
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    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:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Athnul
    Notes: Bonecrusher Wizard

    Stonework Passages Card 1:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 2:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Stonework Passages Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Stonework Passages Card 4:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Shae

    Sepulcher of the Servant Card 1:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Sepulcher of the Servant Card 2:
    Burning Tar
    Barrier B

    Traits
    Obstacle
    Fire
    Basic

    Check
    Dexterity
    Acrobatics
    Perception
    Craft
    6

    Powers
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Sepulcher of the Servant Card 3:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 4:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 6:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 7:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • Alahazra deck

    OFF-TURN ACTIONS: Thargraps turn - healed for 1 and curse removed
    Seltyiels turn - rechage boabadar
    Shaes turn - recharge BOTG to examine Embalming Parlor
    Embalming Parlor Card 1: Acid Flask
    Embalming Parlor Card 2: Blessing of Maat

    Hourglass Discard: Blessing of Pharasma

    Explore: Acid Flask
    Intelligence 5: 1d8 ⇒ 3
    Acid Flask banished

    Display Elemental Treaty at Embalming Parlor

    "

    Alahazra wrote:

    Hand: Cure (Core), Fire Snake, Druid of the Flame, Blessing of the Spellbound 3, Tablet of Languages Lost (Loot), Magic Carpet,

    Displayed: Elemental Treaty (trader),
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2/2
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 2 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it.
    Movement: Curse of the Ravenous
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost cand add or subtract 2 from my charisma (including my divine) and diplomacy checks. haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Spellbound 1, Detect Undead, Holy Light, Blessing of the Gods 1, Sphere of Fire, Armor of the Sands, Pyrotechnic Blast, Wand of Detect Magic, Blessing of the Spellbound 2, Fireblade
    Recharged: Blessing of Abadar, Blessing of the Gods 2,
    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
    Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Diplomacy: Charisma +2
    Divine: Charisma +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☑ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☐ or 3) cards of any location deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.

    "


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Yellow Jelly
    Monster B

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Monster 2
    Spoiler:
    Emperor Cobra
    Monster B

    Traits
    Animal
    Poison
    Basic

    Check
    Stealth
    6
    OR
    Combat
    8

    Powers
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Monster 3
    Spoiler:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 4
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this 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.

    Monster 5
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Random Barriers:
    Barrier 1
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Barrier 2
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 3
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 4
    Spoiler:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Barrier 5
    Spoiler:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 2
    Spoiler:
    Fire Kukri +1
    Weapon 1

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Fire
    Magic
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 5
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Random Spells:
    Spell 1
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, 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.

    Spell 2
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Crocodile Skin Madu
    Armor B

    Traits
    Shield
    Offhand
    Elite

    Check
    Constitution
    Fortitude
    3
    OR
    Melee
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

    Armor 3
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Armored Kilt
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Random Items:
    Item 1
    Spoiler:
    Bladeguard
    Item C

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Item 2
    Spoiler:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

    Powers
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Item 3
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 4
    Spoiler:
    Key of the Second Vault
    Item C

    Traits
    Object
    Magic
    Abadar

    Check
    Disable
    Perception
    Arcane
    Divine
    10

    Powers
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Random Allies:
    Ally 1
    Spoiler:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Ally 2
    Spoiler:
    Aunty
    Ally C

    Traits
    Human
    Cleric

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

    Ally 3
    Spoiler:
    Mumia Smugglers
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Hireling

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

    Powers
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Ally 5
    Spoiler:
    Dhabba
    Ally C

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Blessing 2
    Spoiler:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Turn: 13 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 15 Seltyiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 5 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 8 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 10 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 13 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 15 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 17 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Haz, Seltyiel
    Notes: Ridaiya Merai, Elemental Treaty displayed

    Embalming Parlor Card 1 - Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 2:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 3:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 4 - Yellow Jelly:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1
    Notes: , Lightning Storm displayed

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Channa Ti
    Notes: Elemental Treaty displayed

    Alchemical Laboratory Card 1:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 2:
    Immolate
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Athnul
    Notes: Bonecrusher Wizard

    Stonework Passages Card 1:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 2:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Stonework Passages Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Stonework Passages Card 4:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Thargrap, Shae

    Sepulcher of the Servant Card 1:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 2:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 3:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 4:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 5 - Brain Ooze:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • Hour: Ancients

    Move to Sepucher.
    Bury Leather Armor to block Deadly Besieged damage.

    Explore: Shasalqu
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    Wisdom 6: 1d6 ⇒ 6 Sweet.
    Reveal Shock Glaive, remove d4 and Electricity.
    Combat 9/14/16: 1d10 + 4 + 1d10 ⇒ (2) + 4 + (10) = 16 Shirt reroll the 10
    Combat 9/14/16: 2 + 4 + 1d10 ⇒ 2 + 4 + (6) = 12 Defeated, no overkill, buried.

    Banish Leather Armor to draw: Infernal Healing

    Display Infernal Healing.

    Discard Orison to explore: Burning Tar
    Asking Shae for BoHorus
    Dexterity 6/11: 1d6 + 2d6 ⇒ (2) + (3, 6) = 11 Defeated.
    Examine bottom card: Brain Ooze

    Cast Remove Curse for Channa Ti

    Infernal Healing: Bury Bladeguard to heal: Orison
    [ooc]Draw up to 4.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +2
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Hand Size 4 ☐ 5
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X1] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

    Favoured Card Type: Weapon
    Weapon 2 [X1] 3 ☐ 4
    Spell 4 ☐ 5 ☐ 6 ☐ 7
    Armor 1 ☐ 2
    Item 1 [X2] 2
    Ally 2 ☐ 3
    Blessing 5 ☐ 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Shock Glaive, Remove Curse, Korvosan Guard, Orison
    Displayed: Blood God Nulgreth, Infernal Healing
    Deck: 8 Discard: 1 Buried: 3
    Hero Points: 1 Shirt Reroll Available (3-2D): Yes
    Notes:
    Remove Curse:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Korvosan Guard:
    Korvosan Guard
    Ally 0

    Traits
    Human
    Soldier

    Checks
    Charisma
    Diplomacy
    6
    or Melee
    Ranged 5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

    Powers
    Display. While displayed:
    On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
    When not in an encounter, you may banish a buried card to draw a card or to move.
    [X] When you encounter a monster, reload to ignore its before or after acting power.
    [] Reload to avenge; during this encounter, your checks are blessed.


    STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Out of turn: Discard Horus for Thargrap.

    Wis 6 BYA vs Shaq w/ paint: 1d4 + 1d8 ⇒ (1) + (1) = 2 - fail

    # cards recharged?: 1d4 ⇒ 3 - recharging cape, paladin, crowbar

    Shae wrote:

    Hand: Deathbane Light Crossbow, Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Gift adds 1d4+1 to any basic skill; this lasts the entire round.
    Other: Gift used this round? n"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3
    Knowledge: Charisma +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS:
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1) to their checks that use a marked skill. At the start of your ([ ] or any) turn, you may add Arueshalae’s Gift to your hand.
    [][][]: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    When you visit a trader, you may also visit (and trade with) the trader Sunburst Market.
    When you draw your starting hand, you may draw an extra card and recharge a card.
    Deathbane weapons and White War Paint are treated as 1 level lower.
    Paizo reroll used?: n


    Channa Ti's Deck Handler Female Half-Elf Druid

    Off turn:
    Thargrap removes Channa Ti's curse (thanks, Mork!)

    The hour of Horus
    Remain at Alchemical Laboratory.

    Explore:

    Acid Jet:
    Spell C
    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Reveal Mask.
    Divine 6: 1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10 acquired

    Discard Kafar to explore:

    Immolate:
    Spell B
    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Reveal Mask.
    Divine 5: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9 acquired
    Attempt to close location. Reveal Mask.
    Craft 5+#=7: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 success
    Alchemical Laboratory closed. Shuffle 3 Alchemical Items into the location. Elemental Treaty sent to recovery.

    End turn. Attempt recovery, revealing Mask.
    Elemental Treaty - Divine 6: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6 recharged
    Reset hand, discarding.

    Channa Ti wrote:

    Hand: Frigid Blast, Aspect of the Hawk, Cloud Puff, Remove Curse (tr), Mask of the Forgotten Pharoah (loot), Acid Jet (acq),

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2
    NOTES:
    Available Support: Cloud Puff available.
    Other: Dice Re-Roll Used for 2D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scroll of Thoth (acq), Acid Flask (acq), Fire Gecko, Stone Axe +1, Mastiff, Dhabba (acq), Shock Lizard, Speak with Dead (tr), Hide Armor (c), Blessing of Ketephys, Shock Lizard (acq), Blessing of the Sages
    Recharged: Cure, Elemental Treaty,
    Discard Pile: Kafar (acq), Immolate (acq),
    Buried Pile: Charm Animal,

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine
    POWERS:
    You may discard a card to add 1d8 to your check that invokes the Acid or Cold ([X] or Electricity or Poison) trait.
    You may recharge a card that has the Liquid or Magic (□ or Divine) trait to reduce Acid or Fire ([X] or Poison) damage dealt to you to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.

    Wayfinders

    Deck Handler Human Monk Str: d6+1 (Melee+2) | Dex: d6 | Con d10+2 (Fort +2) | Int d4 | Wis d10+4 (perception +2) (Divine +3)| Cha d6

    Turn 14: Blessing of the Ancients

    Warrior Dolls (Combat 16)
    Reveal Amulet of Fiery Fists to add 1d8 and a die.
    Recharge Blessing of Gorum 2 to add wisdom.

    Combat 16: 1d6 + 2 + 1d6 + 1d8 + 1d10 + 2 ⇒ (3) + 2 + (6) + (7) + (6) + 2 = 26 -> Defeated.

    Exceeded by 5: Bottom card is Bonecrusher Wizard, Trigger. Reveal Blessing of Lamashtu to evade.

    Close location (Wisdom 9)
    Discard Blessing of Gorum to bless.

    Wisdom 9: 1d10 + 2 + 1d10 ⇒ (6) + 2 + (7) = 15 -> Closed.

    Examine top card of Sepulcher -> Blessing of Thoth

    End turn, reset hand.

    "

    Athnul wrote:

    Hand: Desnas Freedom, Blessing of Irori, Amulet of Fiery Fists, Blood Periapt, Burglar, Blessing of Lamashtu,

    Displayed:

    Deck: 3 Discard: 8 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-2B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quartermaster
    Recharged: Thieves Tools (Core), Blessing of Gorum 2,
    Discard Pile: Dog, Frog, Turtle, Blessing of Milani, Amulet of Mighty Fists, The Owl, Blessing of Cayden Cailean, Blessing of Gorum,
    Buried Pile:

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

    Melee: Str +2
    Perception: Wisdom +2
    Fortitude: Con +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    X
    POWERS:

    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([x] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

    "


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

    Monster 2
    Spoiler:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Monster 3
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Monster 4
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Monster 5
    Spoiler:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Barrier 2
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 3
    Spoiler:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closing, before closing, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Barrier 4
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Barrier 5
    Spoiler:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Weapon 2
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3
    Spoiler:
    Shotel
    Weapon B

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    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, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Viper Strike
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 3
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 4
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

    Powers
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Item 2
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

    Powers
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 3
    Spoiler:
    Black Marsh Spider Venom
    Item 2

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 4
    Spoiler:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 5
    Spoiler:
    Crowbar
    Item C

    Traits
    Tool
    Basic

    Check
    Strength
    3

    Powers
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Neb-at
    Ally 1

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Dhabba
    Ally B

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Turn: 15 Seltyiel/Gimry

    Top of Blessing Discard Pile: Blessing of Thoth

    Top Blessing:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 17 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 3 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 6 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 8 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 11 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 13 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 15 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Haz, Seltyiel
    Notes: Ridaiya Merai, Elemental Treaty displayed

    Embalming Parlor Card 1 - Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Embalming Parlor Card 2:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Embalming Parlor Card 3:
    Malfunctioning Deathtrap
    Barrier B

    Traits
    Trap
    Magic
    Electricity
    Trigger
    Basic

    Check
    Dexterity
    Stealth
    Disable
    Intelligence
    5

    Powers
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Embalming Parlor Card 4 - Yellow Jelly:
    Yellow Jelly
    Monster C

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1
    Notes: , Lightning Storm displayed

    Hall of Blessed Rebirth Card 1:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 2:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 3:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 4:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 5:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 6:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 7:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 8:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed
    Located here: Channa Ti
    Notes: Antitoxin, Blade Guard, Alchemist's Kit

    Alchemical Laboratory Card 1:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Alchemical Laboratory Card 2:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

    Alchemical Laboratory Card 3:
    Bladeguard
    Item C

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    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

    Scorched Ruins Card 1:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 2:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 5:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 6:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 7:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 8:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 9:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Scorched Ruins Card 10:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul
    Notes:

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Thargrap, Shae

    Sepulcher of the Servant Card 1 - Blessing of Thoth:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 2:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 3:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 4:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 5 - Brain Ooze:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of Thoth
    Location: Embalming Parlor
    Location Power:Recharge an item to add the Acid, Cold or Poison trait to any check.
    Scenario Powers:
    After building the location decks, display the cohort Ridaiya Merai next to a random location. (Embalming Parlor)
    If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
    Besieged: After you move, suffer 1 Ranged Combat damage.
    Deadly: When you suffer damage, it is increased by 1.

    Blessing of Maat:

    Blessing 2
    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Constitution 10: 1d8 + 1d8 + 1d4 + 1 ⇒ (5) + (4) + (3) + 1 = 13

    Roll Details:

    Constitution - 1d8
    Blessed - 1d8
    Shae's Gift - 1d4+1

    Discard Kols to explore again

    Amadjawet:

    Villain Monster 2
    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    VILLAIN
    Pause here for guards.


    STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Out of turn: Taking the Curse of Withering to guard. Hope to have it removed later by Channa Ti or Thargrap. :)


    Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    Amadjawet:

    Villain Monster 2
    Traits
    Undead
    Mummy
    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Combat 16: 1d8 + 4 + 1d6 + 1 + 2d6 + 1d8 ⇒ (5) + 4 + (4) + 1 + (6, 6) + (3) = 29

    Roll Details:

    Combat(Melee) - 1d8+4
    Gallivance - 1d6+1
    Spell Combat - 2d6

    Recharge Lightning Touch for Spell Combat

    AYA Constitution 9: 1d8 + 1d4 + 1 + 1d8 ⇒ (3) + (3) + 1 + (4) = 11

    Roll Details:

    Constitution - 1d8
    Shae's Gift - 1d4+1
    Blessed - 1d8

    Discard Gorums Iron to bless

    There are no boons left in the location so location is closed and empty.

    Ridaiya heads to: 1d3 ⇒ 3
    Sepulcher of the Servant

    "Seltyiel ends his turn.

    Seltyiel attempts to recover a spell from his discards.
    Acid Burst: Arcane 6: 1d8 + 4 ⇒ (7) + 4 = 11 -> Acid Burst recharged.

    Seltyiel resets his hand."

    "

    Seltyiel wrote:

    Hand: Gallivance, Longsword(Core), Frost Ray, Blackwing Librarian, Blessing of Maat,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Embalming Parlor
    Hero Points: 2
    NOTES:
    Other: Paizo Re-Roll Used for 3-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods (2), Remove Curse, Staff of Minor Healing, Throwing Axe, Spellcharger Jerkin, Blessing of the Gods, Hammer
    Recharged: Life Drain, Force Missile, Lightning Touch, Acid Burst,
    Discard Pile: Blessing of Kols, Gorum's Iron,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +3
    - Craft: Intelligence +1
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
    Before you reset your hand, you may attempt to recharge a spell in your discard pile.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

    "

    End of Turn Summary
    Defeated Villain, and closed Embalming Parlor
    Scorched Ruins and Hall of Blessed Rebirth shuffled with new card
    Used Hazs Spellbound and Shae's Gift
    Ridaiya heads to Sepulcher of the Servant


    STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Hour: Nethys. SOT: Retrieve gift.

    Ridaiya the Aspis alchemist assists Seltyiel in driving away a rampaging mummy.

    Exhausted, Rid visits with Arueshalae to regain breath and energy.

    Stay @ Sepulcher. Not shuffling location with Ridaiya.

    Ask Channa Ti to recharge Remove Curse to remove Curse of Withering.

    Explore and encounter revealed Thoth blessing.

    Asking Thargrap for Orison blessing.

    Know 10: 2d12 + 1 ⇒ (1, 6) + 1 = 8 - Paizo reroll the 1st d12

    Know 10: 1d12 + 7 ⇒ (3) + 7 = 10 - blessing 1 acquired

    Rid and Shae settle down to a midnight fire outside the sullen monument. Thoth's moon shines bright, renewing the spirits of the sleepy pair.

    Shae wrote:

    Hand: Blessing of Thoth, Deathbane Light Crossbow, Benefaction, Cure, Heavy Crossbow (Core), Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 9 Discard: 5 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Gift adds 1d4+1 to any basic skill; this lasts the entire round.
    Other: Gift used this round? n"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Ranged: Dexterity +2
    Disable: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +3
    Knowledge: Charisma +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS:
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1) to their checks that use a marked skill. At the start of your ([ ] or any) turn, you may add Arueshalae’s Gift to your hand.
    [][][]: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    When you visit a trader, you may also visit (and trade with) the trader Sunburst Market.
    When you draw your starting hand, you may draw an extra card and recharge a card.
    Deathbane weapons and White War Paint are treated as 1 level lower.
    Paizo reroll used?: y

    Support used: CT's Remove Curse and Thargrap's Orison. Other locations are shuffled from escaped villain.


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Monster 2
    Spoiler:
    Bonecrusher Hyenamaster
    Monster B

    Traits
    Gnoll
    Basic
    Trigger

    Check
    Combat
    9
    THEN
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Monster 3
    Spoiler:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Monster 4
    Spoiler:
    Death Hound
    Monster B

    Traits
    Animal
    Curse
    Basic

    Check
    Combat
    7
    THEN
    Combat
    7

    Powers
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
    If both checks to defeat are greater than 11, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability.

    Monster 5
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

    Barrier 2
    Spoiler:
    Alchemical Gas
    Barrier B

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Barrier 3
    Spoiler:
    The Second Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Barrier 4
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 5
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Whip
    Weapon C

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Weapon 5
    Spoiler:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Fiery Glare
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    Recharge this card to add 1d8 to your Stealth check or 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 this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Crocodile Skin Madu
    Armor B

    Traits
    Shield
    Offhand
    Elite

    Check
    Constitution
    Fortitude
    3
    OR
    Melee
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

    Armor 4
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 5
    Spoiler:
    Filter Hood
    Armor B

    Traits
    Accessory
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    4
    OR
    Intelligence
    Craft
    Survival
    6

    Powers
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Maat trait to 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.

    Item 2
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 3
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 4
    Spoiler:
    Flame Staff
    Item C

    Traits
    Staff
    Attack
    Fire
    Magic
    Basic

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Item 5
    Spoiler:
    Black Marsh Spider Venom
    Item 2

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Mumia Smugglers
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Hireling

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 5
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    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 the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing C

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 17 Alahazra/Katlyn99

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 19 Channa Ti)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 4 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 6 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 9 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 11 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 13 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Haz, Seltyiel
    Notes:

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:4
    Notes: Lightning Storm displayed
    Possible villain

    Hall of Blessed Rebirth Card 1:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 2:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 3:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 4:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 5:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 6:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 7:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Hall of Blessed Rebirth Card 8:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 11:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed
    Located here: Channa Ti
    Notes: Antitoxin, Blade Guard, Alchemist's Kit

    Alchemical Laboratory Card 1:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Alchemical Laboratory Card 2:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

    Alchemical Laboratory Card 3:
    Bladeguard
    Item C

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    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 ?:2
    Notes: Possible villain

    Scorched Ruins Card 1:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 2:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Scorched Ruins Card 6:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Scorched Ruins Card 7:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 8:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 9:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 10:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 11:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul
    Notes:

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Thargrap, Shae
    Notes: Ridaiya Merai displayed

    Sepulcher of the Servant Card 1:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Sepulcher of the Servant Card 2:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 3:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Sepulcher of the Servant Card 4 - Brain Ooze:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Electricity
    Elite

    Check
    Combat
    12

    Powers
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.


  • Off-turn, discard Orison for Shae.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +2
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Hand Size 4 ☐ 5
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X1] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

    Favoured Card Type: Weapon
    Weapon 2 [X1] 3 ☐ 4
    Spell 4 ☐ 5 ☐ 6 ☐ 7
    Armor 1 ☐ 2
    Item 1 [X2] 2
    Ally 2 ☐ 3
    Blessing 5 ☐ 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Shock Glaive, Remove Curse, Korvosan Guard
    Displayed: Blood God Nulgreth, Infernal Healing
    Deck: 8 Discard: 2 Buried: 3
    Hero Points: 1 Shirt Reroll Available (3-2D): Yes
    Notes:
    Remove Curse:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Korvosan Guard:
    Korvosan Guard
    Ally 0

    Traits
    Human
    Soldier

    Checks
    Charisma
    Diplomacy
    6
    or Melee
    Ranged 5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

    Powers
    Display. While displayed:
    On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
    When not in an encounter, you may banish a buried card to draw a card or to move.
    [X] When you encounter a monster, reload to ignore its before or after acting power.
    [] Reload to avenge; during this encounter, your checks are blessed.


    Alahazra deck

    OFF-TURN ACTIONS: Seltyiels turn - Rechage BotSpellbound
    Elemental Treaty recovery: auto succeed

    Hourglass Discard: Blessing of the Elements

    Recharge Magic Carpet to move to Hallof Blessed Rebirth and take Seltyiel with me.
    Discard Fire Snake and Druid of the Flame fr the movement damage.

    Cast Cure on Seltyiel after they take movement damage:
    Cure: 1d4 + 1 ⇒ (3) + 1 = 4

    Alahazra ends her turn.

    Alahazra attempts to recover all cards in her Recovery pile.
    Cure (Core): Divine 8: 1d10 + 5 ⇒ (5) + 5 = 10 -> Cure (Core) recharged.

    Alahazra resets her hand.

    "

    Alahazra wrote:

    Hand: Detect Undead, Blessing of the Spellbound 1, Blessing of the Gods 1, Blessing of the Spellbound 2, Tablet of Languages Lost (Loot), Holy Light,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Hall of Blessed Rebirth
    Hero Points: 2/2
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 2 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it.
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost cand add or subtract 2 from my charisma (including my divine) and diplomacy checks. haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fireblade, Wand of Detect Magic, Pyrotechnic Blast, Sphere of Fire, Armor of the Sands
    Recharged: Blessing of Abadar, Blessing of the Gods 2, Blessing of the Spellbound 3, Elemental Treaty (trader), Magic Carpet, Cure (Core),
    Discard Pile: Fire Snake, 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
    Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Survival: Wisdom +2
    Diplomacy: Charisma +2
    Divine: Charisma +3

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☑ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☐ or 3) cards of any location deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.

    "


    Hour: Ancients

    Explore: Unshakable Chill
    Arcane 6: 1d8 + 2 ⇒ (2) + 2 = 4 Banished.

    Discard Korvosan Guard to explore: Warrior Doll
    Reveal Shock Glaive, bury Korvosan Guard for +d6
    Comabt 10+4=14/16/19: 1d10 + 4 + 1d10 + 1d4 + 1d6 ⇒ (8) + 4 + (4) + (1) + (5) = 22 Overkilled, buried.
    Examine bottom card: Brain Ooze.

    Bury Remove Curse to close.
    Ridaiya moves to 1d2 ⇒ 1: Hall of Blessed Rebirth

    Banish Remove Curse to move to Scorched Ruins.
    Discard Shock Glaive for Besieged damage (only card in hand)

    Infernal Healing:
    Bury Orison to heal: Shock Glaive

    Draw up to 4.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +2
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Hand Size 4 ☐ 5
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
    When a local character defeats a monster and would banish it, you may bury it instead.
    [X1] You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

    Favoured Card Type: Weapon
    Weapon 2 [X1] 3 ☐ 4
    Spell 4 ☐ 5 ☐ 6 ☐ 7
    Armor 1 ☐ 2
    Item 1 [X2] 2
    Ally 2 ☐ 3
    Blessing 5 ☐ 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Blessing of the Ancients, Incitation, Orison, Sands Of The Hour
    Displayed: Blood God Nulgreth, Infernal Healing
    Deck: 5 Discard: 1 Buried: 7
    Hero Points: 1 Shirt Reroll Available (3-2D): Yes
    Notes:
    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Incitation:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Checks
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR: No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Orison:
    Orison
    Blessing 0

    Traits
    Divine

    Checks
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR: No effect.

    On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Sands Of The Hour:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Checks
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR: No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

    Powers
    Display. While displayed:
    On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
    When not in an encounter, you may banish a buried card to draw a card or to move.
    [X] When you encounter a monster, reload to ignore its before or after acting power.
    [] Reload to avenge; during this encounter, your checks are blessed.


    During This Adventure: Adventure 2: Secrets Below the Sands

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-2D: Into the Sky Pyramid

    STORY BANES:

  • Villain: Amadjawet
  • Henchmen: Old Eye-Taker, Warrior Dolls

    DURING THIS SCENARIO:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.
  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
  • Besieged: After you move, suffer 1 Ranged Combat damage.
  • Deadly: When you suffer damage, it is increased by 1.
    Ridaiya Merai:
    Ridaiya Merai
    Cohort 2

    Traits
    Human
    Alchemist
    Aspis

    Check

    Powers
    Display this card next to a location.
    While displayed, if this location is closed, display Ridaiya Merai next to a random open location.
    While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck.
    While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Shock Elemental
    Monster B

    Traits
    Elemental
    Outsider
    Electricity
    Basic

    Check
    Combat
    9

    Powers
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 2
    Spoiler:
    Caryatid Column
    Monster 1

    Traits
    Construct
    Elite

    Check
    Combat
    10

    Powers
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Monster 3
    Spoiler:
    Hyena
    Monster B

    Traits
    Animal
    Trigger
    Basic

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Monster 4
    Spoiler:
    Yellow Jelly
    Monster B

    Traits
    Ooze
    Acid
    Basic

    Check
    Combat
    8

    Powers
    The Yellow Jelly is immune to the Mental, Piercing, Poison, Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Monster 5
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 2
    Spoiler:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Barrier 3
    Spoiler:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Barrier 4
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 5
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. 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, draw the scourge Curse of Poisoning from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shotel
    Weapon B

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Flaming Heavy Pick +1
    Weapon B

    Traits
    Pick
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Weapon 3
    Spoiler:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Weapon 4
    Spoiler:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 5
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 4
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 5
    Spoiler:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 3
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

    Powers
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

    Armor 5
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 2
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 3
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Item 4
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

    Powers
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Item 5
    Spoiler:
    Flame Staff
    Item B

    Traits
    Staff
    Attack
    Fire
    Magic
    Basic

    Check
    Arcane
    Divine
    4

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Random Allies:
    Ally 1
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 2
    Spoiler:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    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 and put them back in any order; then explore your location.

    Ally 3
    Spoiler:
    Falto
    Ally C

    Traits
    Human
    Rogue
    Hireling

    Check
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location. 
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

    Ally 5
    Spoiler:
    Embalmer
    Ally C

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Turn: 19 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Ra

    Top Blessing:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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.

    Blessings Deck Card 2 (Turn 21 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

    Powers
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 22 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 4 (Turn 23 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 24 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 25 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 7 (Turn 26 Athnul)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 27 Seltyiel)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Blessings Deck Card 9 (Turn 28 Arueshalae)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 29 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Blessings Deck Card 11 (Turn 30 Thargrap)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. 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.

    Embalming Parlor
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:4
    Located here: Haz, Seltyiel
    Notes: Lightning Storm, Ridaiya displayed
    Possible villain

    Hall of Blessed Rebirth Card 1:
    Embalmer
    Ally B

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Hall of Blessed Rebirth Card 2:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Hall of Blessed Rebirth Card 3:
    Ghost Scorpion
    Monster B

    Traits
    Animal
    Poison
    Basic
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Hall of Blessed Rebirth Card 4:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Hall of Blessed Rebirth Card 5:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Hall of Blessed Rebirth Card 6:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Hall of Blessed Rebirth Card 7:
    Amadjawet
    Villain Monster 2

    Traits
    Undead
    Mummy

    Check
    Combat
    16

    Powers
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat the Amadjawet has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, search Amadjawet's location for boons and set them aside. After closing her location, add the boons back to the location deck.

    Hall of Blessed Rebirth Card 8:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Hall of Blessed Rebirth Card 9:
    Wall Scythes
    Barrier B

    Traits
    Obstacle
    Trap
    Slashing
    Basic

    Check
    Dexterity
    Acrobatics
    4
    OR
    Disable
    6

    Powers
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

    Hall of Blessed Rebirth Card 10:
    Old Eye-Taker
    Henchman Monster 2

    Traits
    Undead
    Skeleton
    Aristocrat

    Check
    Wisdom
    Charisma
    Diplomacy
    9
    THEN
    Combat
    13

    Powers
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    During the encounter, recharge a card before you play a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of Blessed Rebirth Card 11:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    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.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed
    Located here: Channa Ti
    Notes: Antitoxin, Blade Guard, Alchemist's Kit

    Alchemical Laboratory Card 1:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Alchemical Laboratory Card 2:
    Antitoxin
    Item B

    Traits
    Liquid
    Poison
    Alchemical
    Basic

    Check
    Intelligence
    Knowledge
    Craft
    5

    Powers
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

    Alchemical Laboratory Card 3:
    Bladeguard
    Item C

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    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 ?:2
    Located here: Thargrap,
    Notes: Possible villain

    Scorched Ruins Card 1:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Scorched Ruins Card 2:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Scorched Ruins Card 3:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    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.

    Scorched Ruins Card 4:
    Warrior Dolls
    Henchman Monster 1

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    10

    Powers
    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 random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Ruins Card 5:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    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.

    Scorched Ruins Card 6:
    Flaming Spear +1
    Weapon 2

    Traits
    Spear
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Scorched Ruins Card 7:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Scorched Ruins Card 8:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Ruins Card 9:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Scorched Ruins Card 10:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 11:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Mumia Lab
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul
    Notes:

    Sepulcher of the Servant
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Shae
    Notes:


  • Channa Ti's Deck Handler Female Half-Elf Druid

    Off turn:
    Recharge Remove Curse for Arushalae.

    The hour of Ra
    Move to Hall of Blessed Rebirth. Besieged deals 1 Ranged Combat damage. Deadly increases it by 1 and Hall changes it to Poison damage. Not sure what order that happens in but CT recharges Acid Jet to reduce Poison damage to 0 per her power.

    Explore:

    Embalmer:
    Ally B
    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Reveal Mask.
    Craft 5: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 acquired

    Discard Embalmer to explore:

    Crystal Stalker:
    Monster 1
    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Send Frigid Blast to recovery. Do not reveal Mask.
    Combat 9: 1d10 + 4 + 2d4 ⇒ (8) + 4 + (1, 2) = 15 Ridaiya subtracts 2, defeated by <5

    End turn. Attempt recovery, revealing Mask.
    Frigid Blast - Divine 8: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8 recharged
    Reset hand.

    Channa Ti wrote:

    Hand: Aspect of the Hawk, Cloud Puff, Shock Lizard, Blessing of the Sages, Mask of the Forgotten Pharoah (loot), Speak with Dead (tr),

    Displayed:
    Deck: 14 Discard: 3 Buried: 1
    Current Location: Hall of Blessed Rebirth
    Unused Hero Points: 2
    NOTES:
    Available Support: Cloud Puff and blessing available. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check. Speak With Dead will be displayed when a monster is defeated at Hall.
    Other: Dice Re-Roll Used for 2D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mastiff, Shock Lizard (acq), Stone Axe +1, Blessing of Ketephys, Dhabba (acq), Fire Gecko, Acid Flask (acq), Hide Armor (c), Scroll of Thoth (acq)
    Recharged: Cure, Elemental Treaty, Remove Curse (tr), Acid Jet (acq), Frigid Blast,
    Discard Pile: Kafar (acq), Immolate (acq), Embalmer (acq),
    Buried Pile: Charm Animal,

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine
    POWERS:
    You may discard a card to add 1d8 to your check that invokes the Acid or Cold ([X] or Electricity or Poison) trait.
    You may recharge a card that has the Liquid or Magic (□ or Divine) trait to reduce Acid or Fire ([X] or Poison) damage dealt to you to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.

    Wayfinders

    Deck Handler Human Monk Str: d6+1 (Melee+2) | Dex: d6 | Con d10+2 (Fort +2) | Int d4 | Wis d10+4 (perception +2) (Divine +3)| Cha d6

    Turn 20: Blessing of Abadar

    Move: Hall of Blessed Rebirth
    Discard Blood Periapt to reduce move damage to 0.

    Free Explore: Ghost Scorpion (Combat 9)
    Reveal Amulet to add 1d8 and a die due to fire trait.

    Combat 9: 1d6 + 2 + 1d8 + 1d6 ⇒ (5) + 2 + (7) + (1) = 15 -> Defeated.
    5 or more: Examine bottom card: Blessing of the Elements > Banished

    Scourge: 1d6 ⇒ 2 -> Curse of Poisoning

    Discard Blessing of Irori to explore

    Explore 2: Acid Jet (Wisdom 6)

    Wisdom 6: 1d10 + 2 ⇒ (1) + 2 = 3 -> Discarded.

    End turn, reset hand.

    Recover Periapt 6: 1d10 + 2 ⇒ (6) + 2 = 8 -> Recharged

    "

    Athnul wrote:

    Hand: Desnas Freedom, Quartermaster, Amulet of Fiery Fists, Thieves Tools (Core), Burglar, Blessing of Lamashtu,

    Displayed:

    Athnul has the following scourges marked:

    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    Deck: 2 Discard: 9 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-2B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Gorum 2, Blood Periapt,
    Discard Pile: Dog, Frog, Turtle, Blessing of Milani, Amulet of Mighty Fists, The Owl, Blessing of Cayden Cailean, Blessing of Gorum, Blessing of Irori,
    Buried Pile:

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

    Melee: Str +2
    Perception: Wisdom +2
    Fortitude: Con +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    X
    POWERS:

    For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([x] and you may add the Magic trait); you may not play a weapon on this check.
    You may reveal a blessing to evade your encounter. (☐ Then you may recharge that blessing to explore your location.)

    "

    Recharge poisoned: 1d6 ⇒ 6 -> Recharge Blessing of Lamashtu


    Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    OFF-TURN ACTIONS:
    Recharge Blessing of Maat to reduce my move damage to 0, then heal my two cards in my discard pile.

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of Ra
    Location: Hall of Blessed Rebirth
    Location Power:When you are dealt damage, instead you are dealt 1 Poison damage.
    Scenario Powers:
    After building the location decks, display the cohort Ridaiya Merai next to a random location. (Hall of Blessed Rebirth)
    If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.
    Besieged: After you move, suffer 1 Ranged Combat damage.
    Deadly: When you suffer damage, it is increased by 1.

    Carrion Golem:

    Monster 2
    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Discard Gorum's Iron for BYA

    Combat 14: 1d8 + 4 + 1d6 + 1 + 1d4 + 1 ⇒ (3) + 4 + (6) + 1 + (2) + 1 = 17

    Roll Details:

    Combat(Melee) - 1d8+4
    Gallivance - 1d6+1
    Shae's Gift - 1d4+1

    Discard Librarian to explore again

    Hepsushep:

    Barrier 2
    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Combat 15: 1d8 + 4 + 1d6 + 1 + 1d4 + 1 ⇒ (3) + 4 + (2) + 1 + (2) + 1 = 13

    Roll Details:

    Combat(Melee) - 1d8+4
    Gallivance - 1d6+1
    Shae's Gift - 1d4+1

    Use Ridaiya to add 2, so it's defeated.

    Examine to top 3 cards and reorder them

    Card 7 - Amadjawet (VILLAIN)
    Card 8 - Blessing of Wadjet
    Card 9 - Wall Scythes
    Go ahead and leave them in that order

    After taking a magic carpet ride to the Halls, I'm suddenly jumped by a massive golem. The golem proves to be no match for Gallivance, but as the golem falls, a woman with the body of a lion approaches.

    "I am Hepsushep Amushet, best me in combat and I shall show you that which you seek!"

    Not realizing who she was talking to, I make quick work of the creature. True to her word, she shows me the location of the Mummy Amadjawet.

    "

    Seltyiel wrote:

    Hand: Gallivance, Longsword(Core), Frost Ray, Acid Burst, Force Missile,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Hall of Blessed Rebirth
    Hero Points: 2
    NOTES:
    Other: Paizo Re-Roll Used for 3-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods (2), Throwing Axe, Blessing of the Gods, Blessing of Maat, Staff of Minor Healing, Lightning Touch, Hammer, Remove Curse, Life Drain, Spellcharger Jerkin, Blessing of Kols
    Recharged:
    Discard Pile: Gorum's Iron, Blackwing Librarian,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +3
    - Craft: Intelligence +1
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
    Before you reset your hand, you may attempt to recharge a spell in your discard pile.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

    "

    End of Turn Summary
    Banished Cards 5 and 6 from the Halls
    Examined cards 7-9 of the Halls.
    FOUND VILLAIN


    Seltyiel Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    Lightning Storm: 1d4 ⇒ 3
    Location turns it into 2 Poison Damage
    Discard Longsword and Frost Ray

    Storm Moves: 1d8 ⇒ 6
    Moves to Mumia Labs

    Seltyiel ends his turn.

    Seltyiel attempts to recharge a spell from his discards.
    Frost Ray: Arcane 9: 1d8 + 4 ⇒ (7) + 4 = 11 -> Frost Ray recharged.

    Seltyiel resets his hand.

    "

    Seltyiel wrote:

    Hand: Gallivance, Hammer, Acid Burst, Force Missile, Staff of Minor Healing,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Hall of Blessed Rebirth
    Hero Points: 2
    NOTES:
    Other: Paizo Re-Roll Used for 3-2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Touch, Spellcharger Jerkin, Life Drain, Remove Curse, Throwing Axe, Blessing of Maat, Blessing of Kols, Blessing of the Gods (2), Blessing of the Gods
    Recharged: Frost Ray,
    Discard Pile: Gorum's Iron, Blackwing Librarian, Longsword(Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Arcane: Intelligence +3
    - Craft: Intelligence +1
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons
    POWERS:
    Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
    Before you reset your hand, you may attempt to recharge a spell in your discard pile.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

    "


    STR d6 | DEX d8 (Disable +2; Ranged +2) | CON d6 | INT d6 | WIS d4 | CHA d12 (Knowledge +1; Diplomacy +3) Deck Handler

    Hour: B of Elements. SOT: Retrieve Gift.

    Move to Hall, then auto-block 2 Poison damage from movement and location effect. Encounter revealed villain.

    Thargrap needs to do a guard check for Scorched Ruins. Gift is available.

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