[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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Hadden Hoppert:

Random Spell:
Safety Bubble
Spell 4

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Random Spell:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Random Spell:
Symbol of Pain
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
9

Powers
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

Random Spell:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Random Spell:
Detonate
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

Powers
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Random Spell:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.


Alahazra deck

Haz will start at the Shifting Dunes

"

Alahazra wrote:

Hand: Blessing of Pharasma 2, Major Cure, Blessing of the Spellbound 1, Armor of the Sands, Volcanic Storm, Holy Javelin,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Shifting Dunes
Hero Points: 6/6
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 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. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can 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): Divine Blaze, Druid of the Flame, Blessing of Pharasma 1, Blessing of Abadar, Fire Snake, Blessing of the Gods, Sphere of Fire, Crystal Ball, Blessing of the Spellbound 3, Tetisurah (loot), Tablet of Languages Lost (Loot), Blessing of the Spellbound 2
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 ☐ 8
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) (☑ or 4) cards of any location (☐ or any) 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.
☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

"


Trade Enervation for Blessing of the Ancients at the Sunburst Market.
Trade Wand of Enervation for Safety Bubble at Hadden Hoppert's.

Start wherever Haz starts.

Thargrap wrote:

Skills and Powers:
Skills

STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8
Arcane +2

Powers
Lord of the Blood Feast
Hand Size 4 ☐ 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8) (☐ 1d12).
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.)
☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
[X3] When another local character discards a boon for its power, they may put it in your discards.
☐ When you gain this feat, 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 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth

Hand: Wounding Spear-Axe, Good Omen, Asmodeus’s Tyranny, The Avalanche
Displayed: Blood God Nulgreth
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3-4B): Yes
Notes:
Good Omen:
Good Omen
Spell 1

Traits
Magic
Arcane
Divine
Mental
Veteran

Checks
Intelligence
Wisdom
Arcane
Divine
6

Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

Asmodeus’s Tyranny:
Asmodeus’s Tyranny
Blessing 2

Traits
Deity: Asmodeus
Divine
Veteran

Checks
Charisma
Diplomacy
Divine
5+#

Powers
WHEN THIS IS THE HOUR: When you fail a check, you may bury your hand and discards to reroll.

On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to 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.


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

Not taking any trader weapons. Start @ Howling Sands.

Shae wrote:

Hand: White War Paint, The Uprising, Pharasma's Knowing, The Cyclone, Lolly Popkin (Priest), Starbow, Arueshalae's Gift,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 7
"NOTES:
Available Support: Everyone gets to use the Gift, which adds 1d4+1 to any basic skill until the start of the next turn."

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: (Redeemed)
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 ([X] or any) turn, you may add Arueshalae’s Gift to your hand.
[x] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck, then discard the card you revealed.
[][][]: 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


Alahazra deck

Hourglass Discard: Blessing of Horus
Start of Turn: shuffle any armor cards in hand into your deck. - Shuffled Armor of the Sands back into my deck

Explore: Reed Moccasin
Survival 10: 1d8 + 2 ⇒ (2) + 2 = 4
Reed Moccasin banished

Recharge BoPharasma to examine Shifting Dunes
Shifting Dunes Card 2: Osirion Ancestor
Shifting Dunes Card 3: Rolling Sphere
Shifting Dunes Card 4: Shocking Scimitar +2
Shifting Dunes Card 5: Black Marsh Spider Venom
Allow another character to reorder the boons. Will put the ROlling Sphere back below the 3 boons Edit: Neverming, the stupid Bunyip ruined this....

Recharge BoSpellbound to examine Earthworks
Earthworks Card 1: Hepsushep
Earthworks Card 2: Quicksand Bunyip - Trigger
Earthworks Card 3: Seer’s Tea
Earthworks Card 4: Baited Jewel Box - Trigger

Bunyip Trigger: 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.
Discard Volcanic Storm (has the bludgeoning trait)
Quicksand Bunyip shuffled into the SHifting Dunes

Baited Jewel Box Trigger: shuffle a weapon, an armor, or an item from your hand into your location deck.
No such cards in my hand
Allow someone to reorder Earthworks cards 1,3,4

End of Turn Actions: Examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
Open Location: 1d8 ⇒ 7
Howling Sands Card 10: Orchamus - Trigger
When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
recharge Major Cure to add a d8 to my check
Stealth 8: 1d4 + 1d8 ⇒ (1) + (7) = 8

"

Alahazra wrote:

Hand: Crystal Ball, Armor of the Sands, Blessing of the Spellbound 3, Blessing of the Gods, Fire Snake, Holy Javelin,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Current Location: Shifting Dunes
Hero Points: 6/6
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 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. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can 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): Divine Blaze, Blessing of the Spellbound 2, Tetisurah (loot), Blessing of Abadar, Sphere of Fire, Tablet of Languages Lost (Loot), Druid of the Flame, Blessing of Pharasma 1
Recharged: Blessing of Pharasma 2, Blessing of the Spellbound 1, Major Cure,
Discard Pile: Volcanic Storm,
Buried Pile:

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

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
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) (☑ or 4) cards of any location (☐ or any) 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.
☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

"

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 Clockwork Librarian to deck.

Trade Riding Allosaurus for Elemental Mastery

Start at Shifting Dunes with Haz

"

Athnul wrote:

Hand: Blessing of Gorum 2, Blessing of Gorum, Burglar, Riftwarden, Blessing of Milani, Wayfinder,

Displayed:

Deck: 12 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 3-4A: Y

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Desnas Freedom, Quartermaster, Clockwork Librarian, The Owl, Blood Periapt, Amulet of Fiery Fists, Blessing of Lamashtu 2, Evangelist, Symbol of Pain, Blessing of Cayden Cailean, Blessing of Lamashtu, Amulet of Mighty Fists
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
Divine: Wisdom +1

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 (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 (☐ +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

"


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 (Haz's examine): Reordering top cards of Earthworks as Baited Jewel Box, Hepsushep, Seer's Tea.


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

Swap Lightning Touch for Elemental Treaty. Add Arcana Theft to replace Force Missile. Start at Garden of Symmetry

"

Seltyiel wrote:

Hand: Gallivance, Golembane Hammer +2, Longsword(Core), Elemental Treaty, Blessing of the Gods,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Garden of Symmetry
Hero Points: 7
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-4B? N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ruan Mirukova, Life Drain, Frost Ray, Wyrmsmite, Arcana Theft, Chain Lightning, Sawtooth Saber, Staff of Minor Healing, Cruel Longsword, Blessing of Kols, Gorum's Iron, Spellcharger Leather, Blessing of the Gods (2)
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, Arcane
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.
☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
☑ When you acquire a weapon or spell on your turn you may explore again

"


Hour: Elements

Move to Howling Sands

Explore: Elemental Arachnid
BA, take all the damage (hand wipe). Curse of the Ravenous for the Acid and then Fire damage.
Bury Asmodeus’s Tyranny for +d6, banish Asmodeus’s Tyranny for +d4+2
Combat 17: 1d10 + 5 + 1d6 + 1d4 + 2 ⇒ (4) + 5 + (6) + (3) + 2 = 20 Defeated, buried.

End of turn:
Examine bottom card of 1d8 ⇒ 5 Earthworks: Ubashki. Reloaded.
Ravenous: 1d4 ⇒ 4: No items

Draw up to 4.

Thargrap wrote:

Skills and Powers:
Skills

STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8
Arcane +2

Powers
Lord of the Blood Feast
Hand Size 4 ☐ 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8) (☐ 1d12).
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.)
☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
[X3] When another local character discards a boon for its power, they may put it in your discards.
☐ When you gain this feat, 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 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth

Hand: Dragonbane Greatsword, Safety Bubble, Bound Imp, Hellknight of the Nail
Displayed: Blood God Nulgreth, Curse of the Ravenous
Deck: 10 Discard: 3 Buried: 1
Hero Points: 3 Shirt Reroll Available (3-4B): Yes
Notes:
Safety Bubble:
Safety Bubble
Spell 4

Traits
Magic
Arcane
Divine

Powers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Hellknight of the Nail:
Hellknight of the Nail
Ally 3

Traits
Human
Hellknight

Checks
Charisma
Diplomacy
11

Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.

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 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 2
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 3
    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 4
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Monster 5
    Spoiler:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.

    Random Barriers:
    Barrier 1
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    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:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 4
    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 5
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 2
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 3
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    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. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Weapon 5
    Spoiler:
    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.

    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:
    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:
    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 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2
    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 3
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    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:
    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.

    Random Items:
    Item 1
    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 2
    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 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:
    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 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

    Powers
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 2
    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.

    Ally 3
    Spoiler:
    Hearth Elemental
    Ally 4

    Traits
    Elemental
    Fire

    Check
    See Below

    Powers
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Ally 4
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Ally 5
    Spoiler:
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 3
    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 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 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: 3 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Bastet

    Top Blessing:
    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 Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 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 5 Seltyiel)
    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 6 Arueshalae)
    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 4 (Turn 7 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 5 (Turn 8 Thargrap)
    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 6 (Turn 9 Channa Ti)
    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 10 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 11 Seltyiel)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 9 (Turn 12 Arueshalae)
    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 10 (Turn 13 Alahazra)
    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 11 (Turn 14 Thargrap)
    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 12 (Turn 15 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 16 Athnul)
    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 17 Seltyiel)
    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 18 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 19 Alahazra)
    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.

    Blessings Deck Card 17 (Turn 20 Thargrap)
    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 18 (Turn 21 Channa Ti)
    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 19 (Turn 22 Athnul)
    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 20 (Turn 23 Seltyiel)
    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.

    Blessings Deck Card 21 (Turn 24 Arueshalae)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 22 (Turn 25 Alahazra)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 23 (Turn 26 Thargrap)
    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 27 Channa Ti)
    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; if you are in an encounter, do so after the encounter.

    Blessings Deck Card 25 (Turn 28 Athnul)
    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 26 (Turn 29 Seltyiel)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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 27 (Turn 30 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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
    Located here: Seltyiel

    Garden of Symmetry 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.

    Garden of Symmetry Card 2:
    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.

    Garden of Symmetry Card 3:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 4:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 5:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 6:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Garden of Symmetry Card 7:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 8:
    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.

    Garden of Symmetry Card 9:
    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.

    Garden of Symmetry Card 10:
    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.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 8:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk 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.

    Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons or armors.
    M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1

    Walled Oasis 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.

    Walled Oasis Card 2:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Walled Oasis Card 3:
    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, suffer a scourge, then banish this card.

    Walled Oasis Card 4:
    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.

    Walled Oasis Card 5:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Walled Oasis 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.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Walled Oasis Card 7:
    Terhk Fourwinds
    Ally C

    Traits
    Half-Orc
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Walled Oasis Card 8:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Walled Oasis Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Walled Oasis Card 10:
    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.

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

    Thornscrub Card 1:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

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

    Thornscrub Card 2:
    Inevitable Trap
    Barrier 3

    Traits
    Trigger
    Skirmish
    Trap
    Magic

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Thornscrub Card 3:
    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.

    Thornscrub Card 4:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Thornscrub Card 5:
    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.

    Thornscrub Card 6:
    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.

    Thornscrub Card 7:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 8:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Thornscrub Card 9:
    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.

    Thornscrub Card 10:
    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.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Haz, Athnul
    Notes: Osirion Ancestor, Rolling Sphere, Shocking Scimitar +2, Black Marsh Spider Venom, Quicksand Bunyip

    Shifting Dunes Card 1:
    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.

    Shifting Dunes Card 2:
    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.

    Shifting Dunes Card 3:
    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.

    Shifting Dunes Card 4:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Shifting Dunes Card 5:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 6:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 7:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 8:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Shifting Dunes Card 10:
    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.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
    Located here: Shae, Thargrap,

    Howling Sands Card 1:
    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.

    Howling Sands Card 2:
    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.

    Howling Sands Card 3:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    Commander Abdallah
    Ally 3

    Traits
    Human
    Fighter

    Check
    Combat
    11

    Powers
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Howling Sands Card 7:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Howling Sands Card 8:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 9 - Orchamus:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    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.

    Windswept Chasm Card 6:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 7:
    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.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm Card 9:
    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, suffer a scourge, then banish this card.

    Windswept Chasm Card 10:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.


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

    Start at Walled Oasis.
    Pass on trader spells.
    Draw hand size +1 and recharge Divine Blaze.

    Channa Ti wrote:

    Hand: Stone Axe +1, Ice Strike (c), Aspect of the Hawk, Thylacine, Pteranodon, Blessing of Ketephys,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Walled Oasis
    Unused Hero Points: 6
    NOTES:
    Other: Dice Re-Roll Used for 4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Angelstep, Viper Strike (c), Blessing of the Sages, Mastiff, Charm Animal, Mammoth Hide Armor, Cure, Cloud Puff, Mask of the Forgotten Pharoah (loot), Elemental Treaty (tr), Wintervine, Reed Moccasin
    Recharged: Divine Blaze,
    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, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard ([X] or recharge) 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 (□ or a character at your location) to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
    □ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
    □ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
    [X] You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.


    Channa Ti's Deck Handler Female Half-Elf Druid

    The hour of Bastet
    Remain at Walled Oasis.

    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.

    Divine 7: 1d10 + 5 ⇒ (3) + 5 = 8 acquried

    Recharge Thylacine to explore:

    Bonestorm:
    Monster 4
    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Display Aspect of the Hawk, Thylacine adds 1d6, discard BoKetephys to double bless.Combat 17 (21): 3d10 + 5 + 1d6 + 4 ⇒ (10, 7, 3) + 5 + (3) + 4 = 32 defeated[/ooc]

    Recharge Pteranodon to move to Thornscrub then explore:

    Brilliance of Ra:
    Item B
    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

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

    Recharge Scroll of Thoth to add the Cold trait.
    Divine 5: 0 = 0 failed & banished

    End turn. Examine random open location bottom card: 1d8 ⇒ 6
    Bottom card of Shifting Dunes: Black Marsh Spider Venom (no trigger) - Put on top of location.
    Aspect of the Hawk - Divine 7: 1d10 + 5 ⇒ (9) + 5 = 14 recharged
    Reset hand.

    Channa Ti wrote:

    Hand: Stone Axe +1, Ice Strike (c), Angelstep, Mastiff, Blessing of the Sages, Mask of the Forgotten Pharoah (loot),

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Thornscrub
    Unused Hero Points: 6
    NOTES:
    Available Support: Angelstep available. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check.
    Other: Dice Re-Roll Used for 4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wintervine, Charm Animal, Cloud Puff, Viper Strike (c), Cure, Mammoth Hide Armor, Reed Moccasin
    Recharged: Divine Blaze, Thylacine, Pteranodon, Scroll of Thoth (acq), Aspect of the Hawk,
    Discard Pile: Blessing of Ketephys,
    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, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard ([X] or recharge) 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 (□ or a character at your location) to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
    □ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
    □ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
    [X] You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.

    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 4: Blessing of Wadjet

    Free Explore: Quicksand Bunyip (Combat 12)
    Recharge Riftwarden to add wisdom.
    Add mental and 1d8

    Combat 12: 1d6 + 2 + 1d10 + 3 + 1d8 ⇒ (2) + 2 + (10) + 3 + (5) = 22 -> Defeated.

    Discard Burglar to examine (Osirian Ancestor) and explore again.

    Osirian Ancestor (Divine 8)

    Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 -> Discarded.

    Discard Blessing of Gorum to explore again.

    Explore 3: Sun Falcon (Combat 11)
    Recharge Wayfinder to add wisdom.
    Add mental and 1d8

    Combat 11: 1d6 + 2 + 1d10 + 3 + 1d8 ⇒ (5) + 2 + (4) + 3 + (4) = 18 -> Defeated, shuffled into blessing deck.

    End turn, reset hand.

    Examine bottom card of Random: 1d8 ⇒ 8 -> Poison Spiked Pit Trap, placed on top of Windswept Chasm.

    "

    Athnul wrote:

    Hand: Blessing of Gorum 2, Clockwork Librarian, Amulet of Fiery Fists, Blessing of Lamashtu, Blessing of Milani, Amulet of Mighty Fists,

    Displayed:

    Deck: 10 Discard: 2 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-4A: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Evangelist, The Owl, Blessing of Lamashtu 2, Blessing of Cayden Cailean, Blood Periapt, Symbol of Pain, Desnas Freedom, Quartermaster
    Recharged: Riftwarden, Wayfinder,
    Discard Pile: Burglar, 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
    Divine: Wisdom +1

    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 (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
    You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
    [x] You gain the skill Divine: Wisdom +1 (☐ +3).
    ☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
    ☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    "


    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 Pharasma
    Location: Garden of Symmetry
    Location Power:On your check, after the roll, recharge a card for each die that has an odd value.
    Scenario Powers:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.

    Display Elemental Treaty at the location

    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.

    Auto fail that

    Random Location: 1d8 ⇒ 1
    Examine bottom of the Garden - Deathgrip
    No trigger, place it back on top of the Garden of Symmetry

    "

    Seltyiel wrote:

    Hand: Gallivance, Golembane Hammer +2, Longsword(Core), Gorum's Iron, Blessing of the Gods,

    Displayed: Elemental Treaty,
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Garden of Symmetry
    Hero Points: 7
    Used: 0
    NOTES:
    Available Support:
  • Gorum's Iron recharges for non-Attack combat checks
    Other: Paizo Re-Roll Used for 3-4B? N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Wyrmsmite, Life Drain, Sawtooth Saber, Arcana Theft, Spellcharger Leather, Chain Lightning, Ruan Mirukova, Blessing of the Gods (2), Cruel Longsword, Frost Ray, Blessing of Kols
    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, Arcane
    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.
    ☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    ☑ When you acquire a weapon or spell on your turn you may explore again

    "

    End of Turn Summary
    Banish top card of the Garden
    Reload the bottom of the Garden (Deathgrip)

  • 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

    Edit to Athnul's turn: Top card was actually Black Marsh Spider Venom.

    Autofail that check and discard Blessing of Gorum for extra explore.

    "

    Athnul wrote:

    Hand: Blessing of Lamashtu 2, Clockwork Librarian, Amulet of Fiery Fists, Blessing of Lamashtu, Blessing of Milani, Amulet of Mighty Fists,

    Displayed:

    Deck: 9 Discard: 3 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-4A: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Owl, Evangelist, Blood Periapt, Symbol of Pain, Quartermaster, Blessing of Cayden Cailean, Desnas Freedom
    Recharged: Riftwarden, Wayfinder,
    Discard Pile: Burglar, Blessing of Gorum, Blessing of Gorum 2,
    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
    Divine: Wisdom +1

    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 (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
    You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
    [x] You gain the skill Divine: Wisdom +1 (☐ +3).
    ☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
    ☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    "


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Monster 2
    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 3
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 4
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 5
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    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:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Barrier 3
    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 4
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    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:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 2
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 4
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Random Spells:
    Spell 1
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    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 3
    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 4
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 5
    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.

    Random Items:
    Item 1
    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 2
    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 3
    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 4
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade your encounter against a monster that has the Undead trait.

    Item 5
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    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:
    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.

    Ally 3
    Spoiler:
    Clockwork Menial
    Ally 3

    Traits
    Automaton

    Check
    Intelligence
    Craft
    9

    Powers
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Ally 4
    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.

    Ally 5
    Spoiler:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    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 Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    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 4
    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 5
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Turn: 6 Arueshalae/wkover

    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: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Alahazra)
    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 8 Thargrap)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 3 (Turn 9 Channa Ti)
    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; if you are in an encounter, do so after the encounter.

    Blessings Deck Card 4 (Turn 10 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 5 (Turn 11 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 6 (Turn 12 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 13 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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 14 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 15 Channa Ti)
    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 10 (Turn 16 Athnul)
    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 17 Seltyiel)
    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 12 (Turn 18 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 13 (Turn 19 Alahazra)
    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.

    Blessings Deck Card 14 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 15 (Turn 21 Channa Ti)
    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 22 Athnul)
    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.

    Blessings Deck Card 17 (Turn 23 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 18 (Turn 24 Arueshalae)
    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 19 (Turn 25 Alahazra)
    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.

    Blessings Deck Card 20 (Turn 26 Thargrap)
    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 21 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 22 (Turn 28 Athnul)
    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 23 (Turn 29 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 24 (Turn 30 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 25 (Turn 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:1 ?:1
    Located here: Seltyiel
    Notes: Elemental Treaty displayed

    Garden of Symmetry Card 1 - Deathgrip:
    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.

    Garden of Symmetry Card 2:
    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.

    Garden of Symmetry Card 3:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 4:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 5:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 6:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Garden of Symmetry Card 7:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 8:
    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.

    Garden of Symmetry Card 9:
    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.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 8:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk 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.

    Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons or armors.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Walled Oasis Card 1:
    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, suffer a scourge, then banish this card.

    Walled Oasis Card 2:
    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.

    Walled Oasis Card 3:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Walled Oasis Card 4:
    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.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Walled Oasis Card 5:
    Terhk Fourwinds
    Ally C

    Traits
    Half-Orc
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Walled Oasis Card 6:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Walled Oasis Card 7:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Walled Oasis Card 8:
    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.

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: CT

    Thornscrub Card 1:
    Inevitable Trap
    Barrier 3

    Traits
    Trigger
    Skirmish
    Trap
    Magic

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Thornscrub Card 2:
    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.

    Thornscrub Card 3:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Thornscrub 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.

    Thornscrub Card 5:
    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.

    Thornscrub Card 6:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 7:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Thornscrub Card 8:
    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.

    Thornscrub Card 9:
    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.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Haz, Athnul
    Notes: Osirion Ancestor, Rolling Sphere, Shocking Scimitar +2, Black Marsh Spider Venom, Quicksand Bunyip

    Shifting Dunes Card 1:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Shifting Dunes Card 2:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 4:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 5:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 6:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:1
    Located here: Shae, Thargrap,

    Howling Sands Card 1:
    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.

    Howling Sands Card 2:
    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.

    Howling Sands Card 3:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    Commander Abdallah
    Ally 3

    Traits
    Human
    Fighter

    Check
    Combat
    11

    Powers
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Howling Sands Card 7:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Howling Sands Card 8:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 9 - Orchamus:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 10:
    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, suffer a scourge, then banish this card.


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

    Hour: Abadar.

    Move to Howling Sands and explore, encounter Augury. Evade the spell to shuffle the location.

    Discard Priest to explore again.

    Which card encountered from shuffled deck?: 1d9 ⇒ 6 - Commander Abdallah

    Combat 11 to acquire w/ Starbow: 1d8 + 1d6 + 8 ⇒ (7) + (2) + 8 = 17 - Abdallah defeated and acquired

    Discard Abdallah to explore.

    Which card encountered from shuffled deck?: 1d8 ⇒ 6 - Jet of Anubis (Item 4)

    To bless, discard Pharasma's Knowing into Thargrap's discard pile.

    Dip 11: 2d12 + 3 ⇒ (7, 2) + 3 = 12 - item 4 acquired

    EOT: Examine bottom of which random location?: 1d8 ⇒ 7 - Howling Sands

    Which card examined? (location shuffled): 1d7 ⇒ 3 - Bonecrusher Hunter, which has a trigger

    Combat 16 (9+3+4) w/ Starbow, recharged Jet, my Cyclone: 1d8 + 1d6 + 8 + 1d4 + 1d8 ⇒ (5) + (1) + 8 + (4) + (8) = 26 - Bonecrusher defeated

    Display White War Paint and draw up.

    Shae wrote:

    Hand: The Vision, The Uprising, Old Deadeye, Runewell's Echo, Crowbar (Core), Starbow, Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Everyone gets to use the Gift, which adds 1d4+1 to any basic skill until the start of the next turn."

    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: (Redeemed)
    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 ([X] or any) turn, you may add Arueshalae’s Gift to your hand.
    [x] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck, then discard the card you revealed.
    [][][]: 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

    Pharasma's Knowing discarded into Thargrap's discard pile for eventual banishing. Howling Sands has been shuffled (card 3 banished; cards 6 and 7 acquired). Thargrap buries Bonecrusher Hunter.


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    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.

    Monster 3
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Monster 4
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Monster 5
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Random Barriers:
    Barrier 1
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 2
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Barrier 3
    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 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:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Weapon 2
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 3
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Weapon 4
    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 5
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    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.

    Spell 2
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Elemental Skin
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 4
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 3
    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 4
    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 5
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Necklace of Fireballs
    Item 4

    Traits
    Accessory
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Item 2
    Spoiler:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

    Item 3
    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 4
    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 5
    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.

    Random Allies:
    Ally 1
    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 2
    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 3
    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 4
    Spoiler:
    Hearth Elemental
    Ally 4

    Traits
    Elemental
    Fire

    Check
    See Below

    Powers
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Ally 5
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    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 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 3
    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.

    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 Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 7 Alahazra/Katlyn99

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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 Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Thargrap)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 2 (Turn 9 Channa Ti)
    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; if you are in an encounter, do so after the encounter.

    Blessings Deck Card 3 (Turn 10 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 11 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 5 (Turn 12 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 6 (Turn 13 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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 14 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 15 Channa Ti)
    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 9 (Turn 16 Athnul)
    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 17 Seltyiel)
    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 11 (Turn 18 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 19 Alahazra)
    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.

    Blessings Deck Card 13 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 14 (Turn 21 Channa Ti)
    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 22 Athnul)
    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.

    Blessings Deck Card 16 (Turn 23 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 24 Arueshalae)
    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 18 (Turn 25 Alahazra)
    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.

    Blessings Deck Card 19 (Turn 26 Thargrap)
    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 20 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 21 (Turn 28 Athnul)
    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 29 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 23 (Turn 30 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 24 (Turn 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:1 ?:1
    Located here: Seltyiel
    Notes: Elemental Treaty displayed

    Garden of Symmetry Card 1 - Deathgrip:
    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.

    Garden of Symmetry Card 2:
    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.

    Garden of Symmetry Card 3:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 4:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 5:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 6:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Garden of Symmetry Card 7:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 8:
    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.

    Garden of Symmetry Card 9:
    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.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 8:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk 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.

    Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons or armors.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Walled Oasis Card 1:
    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, suffer a scourge, then banish this card.

    Walled Oasis Card 2:
    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.

    Walled Oasis Card 3:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Walled Oasis Card 4:
    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.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Walled Oasis Card 5:
    Terhk Fourwinds
    Ally C

    Traits
    Half-Orc
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Walled Oasis Card 6:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Walled Oasis Card 7:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Walled Oasis Card 8:
    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.

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: CT

    Thornscrub Card 1:
    Inevitable Trap
    Barrier 3

    Traits
    Trigger
    Skirmish
    Trap
    Magic

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Thornscrub Card 2:
    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.

    Thornscrub Card 3:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Thornscrub 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.

    Thornscrub Card 5:
    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.

    Thornscrub Card 6:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 7:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Thornscrub Card 8:
    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.

    Thornscrub Card 9:
    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.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Haz, Athnul
    Notes: Osirion Ancestor, Rolling Sphere, Shocking Scimitar +2, Black Marsh Spider Venom, Quicksand Bunyip

    Shifting Dunes Card 1:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Shifting Dunes Card 2:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 4:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 5:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 6:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Shae, Thargrap,
    Notes: Augury, Orchamus

    Howling Sands Card 1:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 2:
    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.

    Howling Sands Card 3:
    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 6:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 10:
    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, suffer a scourge, then banish this card.


  • Bury Bonecrusher Hunter
    Discard Shae's Pharasma's Knowing.


    Alahazra deck

    OFF-TURN ACTIONS:
    On Shaes turn - recharge BOTG to examine Walled Oasis
    Walled Oasis Card 1: The Evil Eye - Trigger
    Walled Oasis Card 2: Blessing of the Ancients
    Walled Oasis Card 3: Fate Blade
    Walled Oasis Card 4: Scarab Swarm - Trigger
    Choosing not to reorder

    Trigger from The Evil Eye - suffer a scourge, then banish this card.
    Scourge: 1d8 ⇒ 8

    Haz suffers the courge Curse of the Sphinx and The Evil Eye is banished.

    Trigger from the Scarab Swarm - you are dealt 1 Poison damage. Then encounter this card.
    Discard Armor of the Sands for the poison damage. Haz suffers the scourge Curse of Poisoning
    Cast Holy Javelin, shae uses gift on me for cha
    Combat 6+8: 1d10 + 6 + 2d8 + 1d4 + 1 ⇒ (10) + 6 + (7, 8) + (4) + 1 = 36
    Scarab Swarm banished

    Alahazra attempts to recover all cards in her Recovery pile. Holy Javelin: Divine 10: 1d10 + 6 + 1d4 + 1 ⇒ (8) + 6 + (3) + 1 = 18 -> Holy Javelin recharged.

    Hourglass Discard: Blessing of Abadar
    Start of Turn: shuffle any armor cards in hand into your deck. - No armor in my hand

    Move: Moving to Walled Oasis

    Before my explore - Curse of the Sphinx. Top card is a boon. Recharging and resetting my hand then discarding a card.
    Draw - Tablet of Languages Lost, Blessing of the Spellbound, Sphere of Fire, Divine Blaze, Blessing of Pharasma, Tetisurah
    Discard - Tablet of Languages Lost

    Explore: Blessing of the Ancients
    Blessing of the Ancients auto acquired

    Discard Sphere of Fire to remove the Curse of the Sphinx

    Discard Blessing of the Ancients to explore
    Explore: Fate Blade
    use shaes gift for cha
    Divine 11: 1d10 + 6 + 1d4 + 1 ⇒ (7) + 6 + (1) + 1 = 15
    Fate Blade (weapon 4) acquired

    Recharge Blessing of Pharasma to examine Walled Oasis
    Walled Oasis Card 5: Terhk Fourwinds
    Walled Oasis Card 6: Pillar of Life
    Walled Oasis Card 7: Girtablilu - Trigger
    Walled Oasis Card 8: Corridor Dart Trap
    Choosing not to reorder

    Girtabillu Trigger - succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    recharge Fate Blade to add a d8 (my power on a trigger check)
    Stealth 7: 1d4 + 1d8 ⇒ (1) + (3) = 4
    Hero point reroll
    Stealth 7: 1d4 + 1d8 ⇒ (2) + (5) = 7

    Discard Blessing of the Spellbound to explore
    Explore: Terhk Fourwinds
    Auto acquire Terhk Fourwinds

    Discard Terhk to explore
    Explore: Pillar of Life
    Divine 12: 1d10 + 6 + 1d4 + 1 ⇒ (8) + 6 + (3) + 1 = 18
    Pillar of Life (spell 4) acquired

    End of Turn Actions: Examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    Open Location: 1d8 ⇒ 4
    Thornscrub Card 9: Blessing of Ra
    Blessing of Ra placed on top of Thornscrub

    Alahazra ends her turn.

    "

    Alahazra wrote:

    Hand: Pillar of Life, Blessing of Abadar, Druid of the Flame, Divine Blaze, Blessing of Pharasma 2, Tetisurah (loot),

    Displayed:
    Deck: 8 Discard: 8 Buried: 0
    Current Location: Walled Oasis
    Hero Points: 5/6
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 4 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. Haz can recharge a card to add a d8 to trigger checks
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can 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): 0
    Recharged: Blessing of the Spellbound 1, Major Cure, Blessing of the Gods, Holy Javelin, Crystal Ball, Blessing of the Spellbound 3, Blessing of Pharasma 1, Fate Blade,
    Discard Pile: Volcanic Storm, Armor of the Sands, Fire Snake, Tablet of Languages Lost (Loot), Sphere of Fire, Blessing of the Ancients, Blessing of the Spellbound 2, Terhk Fourwinds,
    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 ☐ 8
    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) (☑ or 4) cards of any location (☐ or any) 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.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "


    Alahazra deck

    OFF-TURN ACTIONS: On Thargraps Turn

    Per Google hangouts - Thargrap is going to banish a card to move to Walled Oasis and display Safety Bubble

    After Thargraps Move step and before his first explore:

    Recharge BoPharasma to examine Walled Oasis
    Walled Oasis Card 7: Girtablilu - Trigger
    Walled Oasis Card 8: Corridor Dart Trap

    Girtabillu Trigger - succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Auto fail Stealth check, encounter the henchman instead

    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    Poison damage: 1d4 ⇒ 1
    Safety Bubble: 1d4 ⇒ 3

    play Divine Blaze
    Combat 19+3: 1d10 + 6 + 3d8 + 1d8 ⇒ (8) + 6 + (1, 6, 2) + (5) = 28
    Girtablilu defeated

    To Close: You are dealt 1d4 Acid damage.
    Acid damage: 1d4 ⇒ 3
    Safety Bubble: 1d4 ⇒ 2
    Discard Druid of the Flame for the acid damage
    Walled Oasis closed

    When Permanently Closed: On closing, you may recharge any number of weapons or armors.
    no weapons or armor to recharge

    Alahazra attempts to recover all cards in her Recovery pile.
    Divine Blaze: Divine 14: 1d10 + 6 ⇒ (5) + 6 = 11 -> Divine Blaze discarded.

    "

    Alahazra wrote:

    Hand: Pillar of Life, Blessing of Abadar, Tetisurah (loot),

    Displayed:
    Deck: 9 Discard: 10 Buried: 0
    Current Location: Walled Oasis
    Hero Points: 5/6
    Merchandise Reroll: Not Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 4 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. Haz can recharge a card to add a d8 to trigger checks
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can 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): 0
    Recharged: Blessing of the Spellbound 1, Major Cure, Blessing of the Gods, Holy Javelin, Crystal Ball, Blessing of the Spellbound 3, Blessing of Pharasma 1, Fate Blade, Blessing of Pharasma 2,
    Discard Pile: Volcanic Storm, Armor of the Sands, Fire Snake, Tablet of Languages Lost (Loot), Sphere of Fire, Blessing of the Ancients, Blessing of the Spellbound 2, Terhk Fourwinds, Druid of the Flame, Divine Blaze,
    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 ☐ 8
    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) (☑ or 4) cards of any location (☐ or any) 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.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "


    Alahazra deck

    Edit: forgot to copy this into paizo on my turn post. Happens right before i do recovery on shaes turn:

    Discard Fire Snake to remove Curse of Poisoning on myself.


    Hour: Isis

    Banish Bonecrusher Hunter to move to Oasis.
    Display Safety Bubble.
    Move to Thornscrub.
    Haz does their thing.
    Safety Bubble goes to recovery.

    Banish Bound Imp (to recovery) to draw: Staff of Minor Healing, Gorum's Iron.

    Explore: Blessing of Ra
    Melee 8: 1d10 + 5 ⇒ (10) + 5 = 15 Acquired.

    Discard Blessing of Ra to explore: Inevitable Trap
    Shae's Gift on Charisma, recharge Hellknight of the Nail for +d8, bury Pharasma’s Knowing for +d6
    Arcane 13: 1d8 + 2 + 1d4 + 1 + 1d8 + 1d6 ⇒ (6) + 2 + (3) + 1 + (8) + (6) = 26 Defeated.

    Banish Pharasma’s Knowing to draw: The Big Sky

    Discard Gorum's Iron to explore: Vanth
    BA Scourge: 1d8 ⇒ 3: Curse of Vulnerability
    Reveal Dragonbane Greatsword, discard The Big Sky to bless and remove Curse of Vulnerability, bury Blessing of Ra for +d6
    Combat 13: 1d10 + 5 + 1d12 + 2 + 1d10 + 1d6 ⇒ (4) + 5 + (1) + 2 + (6) + (4) = 22 Defeated, buried.

    Recharge Staff of Minor Healing to heal: Good Omen
    Banish Vanth to draw: Giantbane Greataxe
    Banish Blessing of Ra to draw: The Trumpet
    Banish Giantbane Greataxe to draw: Giant Form

    Discard The Trumpet to explore: Silken Ceremonial Armor
    Cast Giant Form
    Charisma 11: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 Banished.

    Examine bottom card of 1d7 ⇒ 1 Garden of Symmetry: Catching Cape. Reloaded.
    Ravenous: 1d4 ⇒ 1: 4 blessings get buried.
    Recover Bound Imp Arcane 8: 1d8 + 2 + 1d4 + 1 ⇒ (6) + 2 + (2) + 1 = 11 Recharged.
    Recover Safety Bubble Arcane 13: 1d8 + 2 + 1d4 + 1 ⇒ (1) + 2 + (1) + 1 = 5 Discarded.
    Draw up to 4.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +3
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Lord of the Blood Feast
    Hand Size 4 ☐ 5 ☐ 6
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8) (☐ 1d12).
    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.)
    ☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
    ☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
    [X3] When another local character discards a boon for its power, they may put it in your discards.
    ☐ When you gain this feat, 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 [X3] 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Dragonbane Greatsword, Giant Form, Staff of Minor Healing, Blessing of the Ancients
    Displayed: Blood God Nulgreth, Curse of the Ravenous
    Deck: 6 Discard: 2 Buried: 5
    Hero Points: 3 Shirt Reroll Available (3-4B): Yes
    Notes:
    Staff of Minor Healing:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Powers
    Recharge to heal a local character a card.

    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 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Monster 2
    Spoiler:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    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:
    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:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    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:
    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:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 2
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Weapon 3
    Spoiler:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Weapon 4
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Random Spells:
    Spell 1
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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 2
    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 3
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    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.

    Spell 5
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 3
    Spoiler:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Armor 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Item 2
    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 3
    Spoiler:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Item 4
    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 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
    Discard this card to explore your location.

    Ally 3
    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 4
    Spoiler:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Ally 5
    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.

    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 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 3
    Spoiler:
    Blessing of Bastet
    Blessing C

    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 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 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.

    Turn: 9 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    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; if you are in an encounter, do so after the encounter.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 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 11 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 3 (Turn 12 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 13 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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 14 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 15 Channa Ti)
    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 7 (Turn 16 Athnul)
    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 17 Seltyiel)
    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 9 (Turn 18 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 19 Alahazra)
    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.

    Blessings Deck Card 11 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 12 (Turn 21 Channa Ti)
    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 22 Athnul)
    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.

    Blessings Deck Card 14 (Turn 23 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 24 Arueshalae)
    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 16 (Turn 25 Alahazra)
    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.

    Blessings Deck Card 17 (Turn 26 Thargrap)
    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 18 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 19 (Turn 28 Athnul)
    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 20 (Turn 29 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 30 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 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:1 ?:1
    Located here: Seltyiel
    Notes: Elemental Treaty displayed

    Garden of Symmetry Card 1 - Catching Cape:
    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.

    Garden of Symmetry Card 2 - Deathgrip:
    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.

    Garden of Symmetry Card 3:
    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.

    Garden of Symmetry Card 4:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 5:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 6:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 7:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Garden of Symmetry Card 8:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 9:
    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 Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 8:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk 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.

    Walled Oasis
    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,

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: CT, Thargrap,

    Thornscrub Card 1:
    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.

    Thornscrub Card 2:
    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.

    Thornscrub Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 4:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Thornscrub Card 5:
    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.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Athnul
    Notes: Osirion Ancestor, Rolling Sphere, Shocking Scimitar +2, Black Marsh Spider Venom, Quicksand Bunyip

    Shifting Dunes Card 1:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Shifting Dunes Card 2:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 4:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 5:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 6:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Shae,
    Notes: Augury, Orchamus

    Howling Sands Card 1:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 2:
    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.

    Howling Sands Card 3:
    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 6:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 10:
    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, suffer a scourge, then banish this card.


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

    The hour of Horus
    Remain at Thornscrub.

    Display Mastiff to draw 2 cards: Charm Animal & Wintervine.
    Bury Charm Animal to draw a new Animal Ally from the box: .
    Explore:

    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.

    Send Ice Strike to recovery, reveal Mask. Thargrap buries Wounding Spear Axe to add 1d6.
    Combat 8+##=16: 1d10 + 5 + 3d6 + 2 + 1d6 ⇒ (6) + 5 + (1, 2, 6) + 2 + (3) = 25 defeated

    Discard Fire Gecko into Thargrap's discards for eventual banishment to explore:

    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.

    Reveal and discard Stone Axe +1.
    Combat 12+#=16: 1d10 + 5 + 3d6 + 1 ⇒ (6) + 5 + (4, 1, 5) + 1 = 22 defeated

    End turn. Recharge Mastiff. Use Shae's gift on Wisdom.
    Ice Strike - Divine 14: 1d10 + 5 + 2 + 1d4 + 1 ⇒ (4) + 5 + 2 + (1) + 1 = 13 discarded
    Reset hand revealing Angelstep and Wintervine for +2.

    Channa Ti wrote:

    Hand: Viper Strike (c), Cure, Mammoth Hide Armor, Angelstep, Cloud Puff, Wintervine, Blessing of the Sages, Mask of the Forgotten Pharoah (loot),

    Displayed:
    Deck: 7 Discard: 3 Buried: 1
    Current Location: Thornscrub
    Unused Hero Points: 6
    NOTES:
    Available Support: Angelstep, Cure, Cloud Puff & Wintervine available locally. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check.
    Other: Dice Re-Roll Used for 4B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Reed Moccasin
    Recharged: Divine Blaze, Thylacine, Pteranodon, Scroll of Thoth (acq), Aspect of the Hawk, Mastiff,
    Discard Pile: Blessing of Ketephys, Stone Axe +1, Ice Strike (c),
    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, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard ([X] or recharge) 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 (□ or a character at your location) to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
    □ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
    □ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
    [X] You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.


    Bury Wounding Spear-Axe for +d6 vs CT's Geniekin
    Bury Geniekin
    Discard CT's Fire Gecko.
    Bury Fire Gecko vs CT's Bonecrusher Chieftain
    Bury Bonecrusher Chieftain
    Recharge Staff of Minor Healing to heal: Safety Bubble
    Banish Fire Gecko to draw: Safety Bubble

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +3
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Lord of the Blood Feast
    Hand Size 4 ☐ 5 ☐ 6
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8) (☐ 1d12).
    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.)
    ☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
    ☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
    [X3] When another local character discards a boon for its power, they may put it in your discards.
    ☐ When you gain this feat, 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 [X3] 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Dragonbane Greatsword, Giant Form, Safety Bubble, Blessing of the Ancients
    Displayed: Blood God Nulgreth, Curse of the Ravenous
    Deck: 7 Discard: 0 Buried: 8
    Hero Points: 3 Shirt Reroll Available (3-4B): Yes
    Notes:
    Safety Bubble:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding 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.


    CT examines the bottom card of 1d7 ⇒ 6 Howling Sands: Bone Lamellar


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.

    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:
    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 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 3
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    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:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 2
    Spoiler:
    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.

    Weapon 3
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 4
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Weapon 5
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Random Spells:
    Spell 1
    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 2
    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 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:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    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:
    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 5
    Spoiler:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Random Items:
    Item 1
    Spoiler:
    Bird Feather Tokens
    Item 3

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

    Item 2
    Spoiler:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

    Powers
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

    Item 3
    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 4
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Clockwork Menial
    Ally 3

    Traits
    Automaton

    Check
    Intelligence
    Craft
    9

    Powers
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Druid of the Hive
    Ally B

    Traits
    Thriae
    Druid
    Veteran
    Poison

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to ignore a bane's immunities to the Acid and Poison traits.
    Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

    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:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 5
    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.

    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 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 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 5
    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.

    Turn: 10 Athnul/magi210

    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: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 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 2 (Turn 12 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 3 (Turn 13 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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 14 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 5 (Turn 15 Channa Ti)
    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 6 (Turn 16 Athnul)
    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 17 Seltyiel)
    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 18 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 9 (Turn 19 Alahazra)
    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.

    Blessings Deck Card 10 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 11 (Turn 21 Channa Ti)
    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 22 Athnul)
    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.

    Blessings Deck Card 13 (Turn 23 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 14 (Turn 24 Arueshalae)
    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 15 (Turn 25 Alahazra)
    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.

    Blessings Deck Card 16 (Turn 26 Thargrap)
    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 17 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 18 (Turn 28 Athnul)
    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 29 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 20 (Turn 30 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 21 (Turn 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:1 ?:1
    Located here: Seltyiel
    Notes: Elemental Treaty displayed

    Garden of Symmetry Card 1 - Catching Cape:
    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.

    Garden of Symmetry Card 2 - Deathgrip:
    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.

    Garden of Symmetry Card 3:
    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.

    Garden of Symmetry Card 4:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 5:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 6:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 7:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Garden of Symmetry Card 8:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 9:
    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 Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 8:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk 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.

    Walled Oasis
    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,

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: CT, Thargrap,

    Thornscrub Card 1:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 2:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Thornscrub 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.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Athnul
    Notes: Osirion Ancestor, Rolling Sphere, Shocking Scimitar +2, Black Marsh Spider Venom, Quicksand Bunyip

    Shifting Dunes Card 1:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

    Shifting Dunes Card 2:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 4:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 5:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 6:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Shae,
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Bone Lamellar:
    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.

    Howling Sands Card 2:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 3:
    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 10:
    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, suffer a scourge, then banish this card.

  • 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 10: Blessing of the Ancients

    Free Explore: Shocking Scimitar +2 (Melee 11)

    Discard Blessing of Lamashtu to bless.
    Use Shae's Gift for 1d4+1

    Melee 11: 1d6 + 2 + 1d6 + 1d4 + 1 ⇒ (3) + 2 + (3) + (3) + 1 = 12 -> Added to hand.

    Discard Blessing of Lamashtu to explore again.

    Explore 2: Rolling Sphere (Dex 12)

    Reveal and recharge Blessing of Milani to evade and explore again.

    Random explore: 1d5 + 1 ⇒ (5) + 1 = 6 -> Card 6: Guecubu (Combat 15)
    Recharge Amulet of Mighty fists to add wisdom.
    Reveal Amulet of Fiery fists to add 1d8+1
    Shae's gift adds 1d4+1

    Combat 15: 1d6 + 2 + 1d1 + 3 + 1d8 + 1d4 + 1 ⇒ (6) + 2 + (1) + 3 + (6) + (2) + 1 = 21 -> Defeated.

    Random scourge: 1d8 ⇒ 4 -> Curse of Daybane

    Random open location: 1d7 ⇒ 7 -> Evil Eye, triggers,banished
    Random scourge: 1d8 ⇒ 2 -> Curse of Poisoning

    End turn, reset hand.

    Amulet of Fiery Fists recharged.

    "

    Athnul wrote:

    Hand: Blessing of Cayden Cailean, Clockwork Librarian, Quartermaster, Symbol of Pain, Blood Periapt,

    Displayed: Curse of Daybane, Curse of Poisoning,

    Deck: 10 Discard: 5 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-4A: Y

    Deck, Discard, Buried:

    Reloaded: Symbol of Pain,
    Middle of Deck (Unknown Order): Evangelist, Desnas Freedom, The Owl, Shocking Scimitar +2
    Recharged: Riftwarden, Wayfinder, Blessing of Milani, Amulet of Mighty Fists, Amulet of Fiery Fists,
    Discard Pile: Burglar, Blessing of Gorum, Blessing of Gorum 2, Blessing of Lamashtu, Blessing of Lamashtu 2,
    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
    Divine: Wisdom +1

    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 (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
    You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
    [x] You gain the skill Divine: Wisdom +1 (☐ +3).
    ☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
    ☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    "


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 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:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

    Powers
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    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:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 3
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    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:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Random Weapons:
    Weapon 1
    Spoiler:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Weapon 2
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Weapon 3
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 4
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 5
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    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:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    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 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:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding 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:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 3
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient 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:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

    Powers
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Item 2
    Spoiler:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Item 3
    Spoiler:
    Knot of Isis
    Item 3

    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

    Powers
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 4
    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 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:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 2
    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 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:
    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 5
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

    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 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 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 4
    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.

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Turn: 11 Seltyiel/Gimry

    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: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 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 13 Alahazra)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    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 14 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 15 Channa Ti)
    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 5 (Turn 16 Athnul)
    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 17 Seltyiel)
    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 7 (Turn 18 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 19 Alahazra)
    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.

    Blessings Deck Card 9 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 21 Channa Ti)
    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 22 Athnul)
    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.

    Blessings Deck Card 12 (Turn 23 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 24 Arueshalae)
    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 14 (Turn 25 Alahazra)
    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.

    Blessings Deck Card 15 (Turn 26 Thargrap)
    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 16 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 17 (Turn 28 Athnul)
    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 18 (Turn 29 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 19 (Turn 30 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 20 (Turn 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:1 ?:1
    Located here: Seltyiel
    Notes: Elemental Treaty displayed

    Garden of Symmetry Card 1 - Catching Cape:
    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.

    Garden of Symmetry Card 2 - Deathgrip:
    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.

    Garden of Symmetry Card 3:
    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.

    Garden of Symmetry Card 4:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 5:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 6:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 7:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Garden of Symmetry Card 8:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 9:
    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 Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 8:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 9:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk 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.

    Walled Oasis
    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,

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: CT, Thargrap,

    Thornscrub Card 1:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 2:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Thornscrub 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.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Athnul
    Notes: Osirion Ancestor, Rolling Sphere, Shocking Scimitar +2, Black Marsh Spider Venom, Quicksand Bunyip

    Shifting Dunes Card 1:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Shae,
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Bone Lamellar:
    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.

    Howling Sands Card 2:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 3:
    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.


  • 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 the Elements
    Location: Garden of Symmetry
    Location Power:On your check, after the roll, recharge a card for each die that has an odd value.
    Scenario Powers:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.

    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.

    Craft 5: 1d8 + 3 ⇒ (8) + 3 = 11

    Roll Details:

    Craft - 1d8+3

    Discard Gods to explore again

    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.

    Arcane 8: 1d8 + 5 + 1d4 + 1 ⇒ (2) + 5 + (4) + 1 = 12

    Roll Details:

    Arcane - 1d8+5
    Shae's Gift - 1d4+1

    Use Shae's gift on Int

    Acquiring a spell allows me to explore again

    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.

    Constitution 8: 1d8 ⇒ 2

    Roll Details:

    Constitution - 1d8

    Random Location: 1d7 ⇒ 2 ->Scorched Obelisk

    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.

    TRIGGER! Shuffle my Longsowrd(Core) into the Garden of Symmetry

    "

    Seltyiel wrote:

    Hand: Gallivance, Golembane Hammer +2, Deathgrip, Catching Cape, Gorum's Iron,

    Displayed: Elemental Treaty,
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Garden of Symmetry
    Hero Points: 7
    Used: 0
    NOTES:
    Available Support:
  • Gorum's Iron recharges for non-Attack combat checks
    Other: Paizo Re-Roll Used for 3-4B? N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Kols, Blessing of the Gods (2), Life Drain, Chain Lightning, Spellcharger Leather, Frost Ray, Wyrmsmite, Sawtooth Saber, Cruel Longsword, Staff of Minor Healing, Arcana Theft, Ruan Mirukova
    Recharged:
    Discard Pile: Blessing of the Gods,
    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, Arcane
    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.
    ☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    ☑ When you acquire a weapon or spell on your turn you may explore again

    "

    End of Turn Summary
    Acquired cards 1 and 2 from the Garden of Symmetry
    Banished Card 3 from Garden
    Examined bottom of Scorched Obelisk and it was a trigger
    Shuffled my Longsword(Core) into the Garden


  • 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 Ancients. SOT: Retrieve Gift.

    Move to Scorched Obelisk and encounter Frost Sling +1. Sling is auto-acquired (Ranged 6).

    Discard Uprising to explore, encounter B of Elements.

    Dex 6: 1d8 + 3 ⇒ (7) + 3 = 10 - blessing acquired

    Discard B of Elements, encounter Tarmaster ally.

    Dip 10: 1d12 + 3 ⇒ (1) + 3 = 4 - fail, ally banished

    Discard Vision to examine two already revealed cards (Spike Trap, Bone Lamellar) and explore, encounter Royal Naga.

    Evade Naga, so the Scorched Obelisk is shuffled.

    EOT: Examine bottom card of which location?: 1d7 ⇒ 3 - Bottom card of Thornscrub is Toxic Geyser, which is moved to the top

    Shae wrote:

    Hand: Frost Sling +1, The Paladin, Old Deadeye, Runewell's Echo, Crowbar (Core), Starbow, Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 8 Discard: 6 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Everyone gets to use the Gift, which adds 1d4+1 to any basic skill until the start of the next turn.
    Other: Saving Runewell's Echo for Obelisk closing, but please use if needed."

    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: (Redeemed)
    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 ([X] or any) turn, you may add Arueshalae’s Gift to your hand.
    [x] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck, then discard the card you revealed.
    [][][]: 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

    Acquired cards 1-2 of Scorched Obelisk. Card 3 is banished. Rest of location is shuffled. Garden of Symmetry was shuffled from Selty's turn. Top card of Thornscrub is now Toxic Geyser.


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 4
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Barrier 2
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 3
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 2
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 4
    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.

    Weapon 5
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Random Spells:
    Spell 1
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 2
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    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:
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Item 2
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

    Powers
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    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:
    Knot of Isis
    Item 3

    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

    Powers
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 2
    Spoiler:
    Mahga Threefingers
    Ally B

    Traits
    Half-Orc
    Ranger

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

    Ally 3
    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 4
    Spoiler:
    Pard
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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 2
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessing 3
    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 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: 13 Alahazra/Katlyn99

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing C

    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: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 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 15 Channa Ti)
    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 3 (Turn 16 Athnul)
    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 17 Seltyiel)
    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 5 (Turn 18 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 19 Alahazra)
    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.

    Blessings Deck Card 7 (Turn 20 Thargrap)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 21 Channa Ti)
    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 22 Athnul)
    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.

    Blessings Deck Card 10 (Turn 23 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 24 Arueshalae)
    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 12 (Turn 25 Alahazra)
    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.

    Blessings Deck Card 13 (Turn 26 Thargrap)
    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 14 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 15 (Turn 28 Athnul)
    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 29 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 17 (Turn 30 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 18 (Turn 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:2
    Located here: Seltyiel
    Notes: Elemental Treaty displayed
    (Seltyiel card = Longsword(Core)

    Garden of Symmetry Card 1:
    Seltyiel
    Character B

    Traits
    -

    Check
    None

    Powers
    -

    Garden of Symmetry Card 2:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 3:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 4:
    The Evil Eye
    Barrier C

    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, suffer a scourge, then banish this card.

    Garden of Symmetry Card 5:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 6:
    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.

    Garden of Symmetry Card 7:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Shae,
    Notes: Royal Naga, Baited Jewel Box

    Scorched Obelisk Card 1:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 3:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 4:
    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 Obelisk Card 5:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Walled Oasis
    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,

    Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: CT, Thargrap,

    Thornscrub Card 1 - Toxic Geyser:
    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.

    Thornscrub Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thornscrub Card 3:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, suffer a scourge.

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Athnul
    Notes: Rolling Sphere,

    Shifting Dunes Card 1:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Bone Lamellar:
    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.

    Howling Sands Card 2:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 3:
    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.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.


  • Alahazra deck

    Hourglass Discard: Blessing of Pharasma
    Start of Turn:
    Reveal Tetisurah to shuffle Blessing of Abadar into my deck and reset my hand
    Draw - Holy Javelin, Blessing of the Spellbound, Blessing of Pharasma, Crystal Ball

    Move: Moving to Garden of Symmetry

    Display Pillar of Life. Skip my first explore to heal instead
    Heal: 1d4 + 1 ⇒ (1) + 1 = 2
    Alahazra is healed for 2: (Volcanic Storm, Divine Blaze). Deck shuffled.

    Discard Crystal ball to examine top 3 cards then may reorder and then explore
    Garden of Symmetry Card 1: Seltyiel's Longsword
    Garden of Symmetry Card 2: Flask Thrower
    Garden of Symmetry Card 3: Chain Lightning

    Choose not to reorder and choose to explore Seltys Longsword.
    Choose to fail check. Seltys Longsword is banished.

    Recharge Blessing of Pharasma to examine Garden of Symmetry
    Garden of Symmetry Card 2: Flask Thrower
    Garden of Symmetry Card 3: Chain Lightning
    Garden of Symmetry Card 4: The Evil Eye - Trigger
    Garden of Symmetry Card 5: Aghash - Trigger

    The Evil Eye - Trigger: suffer a scourge, then banish this card.
    Scourge: 1d8 ⇒ 1
    Haz suffers Scourge Curse of Poisoning

    Aghash - Trigger: discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Blessing of the ancients discarded from the blessings deck and Sandstorm is shuffled into the blessings deck

    Reordering: Aghash, Flask Thrower, Chain Lightning

    Discard Holy Javelin to remove Curse of Poisoning

    Alahazra ends her turn.

    Alahazra attempts to recover all cards in her Recovery pile.
    Use Shaes gift for cha
    Pillar of Life: Divine 14: 1d10 + 6 + 1d4 + 1 ⇒ (2) + 6 + (3) + 1 = 12
    Recharge Blessing of the Spellbound due to the d4 being odd, Shirt reroll the d10
    Pillar of Life: Divine 14: 1d10 + 6 + 3 + 1 ⇒ (4) + 6 + 3 + 1 = 14 -> Pillar of Life recharged.
    Alahazra resets her hand.

    End of Turn Actions: Examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    Open Location: 1d7 ⇒ 3 Thornscrub
    Thornscrub Card 3: Guecubu
    Thornscrub Card 3: Guecubu placed on top of location deck

    "

    Alahazra wrote:

    Hand: Blessing of Abadar, Divine Blaze, Blessing of Pharasma 2, Blessing of the Gods, Blessing of the Spellbound 1, Tetisurah (loot),

    Displayed:
    Deck: 6 Discard: 10 Buried: 0
    Current Location: Garden of Symmetry
    Hero Points: 5/6
    Merchandise Reroll: Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 4 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. Haz can recharge a card to add a d8 to trigger checks
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can 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): Volcanic Storm, Major Cure, Fate Blade
    Recharged: Blessing of Pharasma 1, Blessing of the Spellbound 3, Pillar of Life,
    Discard Pile: Armor of the Sands, Fire Snake, Tablet of Languages Lost (Loot), Sphere of Fire, Blessing of the Ancients, Blessing of the Spellbound 2, Terhk Fourwinds, Druid of the Flame, Crystal Ball, Holy Javelin,
    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 ☐ 8
    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) (☑ or 4) cards of any location (☐ or any) 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.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "


    Hour: Wadjet

    Explore: Guecubu
    Reveal Dragonbane Greatsword, banish Bonecrusher Chieftain for +d4+2
    Combat 15: 1d10 + 5 + 1d12 + 2 + 1d4 + 2 ⇒ (1) + 5 + (5) + 2 + (1) + 2 = 16 Defeated, buried.

    Banish Geniekin to draw: Bound Imp
    Banish Bound Imp to draw: Good Omen, Hellknight of the Nail

    Discard Blessing of the Ancients to examine: Toxic Geyser and explore.
    Gift on Dex, banish Guecubu for +d4+3, Shae discards The Paladin
    Dex 5+##=13: 1d6 + 1d4 + 1 + 1d6 + 1d6 + 1d12 + 3 ⇒ (5) + (3) + 1 + (2) + (6) + (12) + 3 = 32 Defeated.

    Discard Hellknight of the Nail to explore: Girtablilu
    Reveal Dragonbane Greatsword, banish Geucubu for +d4+3
    Combat 19: 1d10 + 5 + 1d12 + 2 + 1d4 + 3 ⇒ (10) + 5 + (7) + 2 + (2) + 3 = 29 Defeated, buried.

    Close:
    1 Poison damage, blocked by Hellknight of the Nail

    Ravenous: 1d4 ⇒ 4: No items
    Examine 1d6 ⇒ 5 Howling Sands: Skull Ripper, moved to the top.

    Recover Bound Imp Arcane 8: 1d8 + 2 ⇒ (2) + 2 = 4 Discarded.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +3
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Lord of the Blood Feast
    Hand Size 4 ☐ 5 ☐ 6
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8) (☐ 1d12).
    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.)
    ☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
    ☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
    [X3] When another local character discards a boon for its power, they may put it in your discards.
    ☐ When you gain this feat, 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 [X3] 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Dragonbane Greatsword, Giant Form, Good Omen, Safety Bubble
    Displayed: Blood God Nulgreth, Curse of the Ravenous
    Deck: 4 Discard: 3 Buried: 7
    Hero Points: 3 Shirt Reroll Available (3-4B): Yes
    Notes:
    Good Omen:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Checks
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Safety Bubble:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding 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 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 2
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    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:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

    Powers
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    Monster 5
    Spoiler:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Random Barriers:
    Barrier 1
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Barrier 2
    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 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:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Weapon 2
    Spoiler:
    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.

    Weapon 3
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 4
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    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 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 5
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Whip of Centipedes
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    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.

    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:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    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:
    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 3
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
    At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Item 2
    Spoiler:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Item 3
    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 4
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sophronia
    Ally 4

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.

    Ally 2
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.

    Ally 4
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

    Powers
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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 2
    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 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 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 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 Channa Ti/WilderRedbeard

    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: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Athnul)
    Spoiler:
    Sandstorm
    Villain Barrier B

    Traits
    Obstacle
    Weather
    Trigger

    Check
    None

    Powers
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

    Blessings Deck Card 2 (Turn 17 Seltyiel)
    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.

    Blessings Deck Card 3 (Turn 18 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 19 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 5 (Turn 20 Thargrap)
    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 21 Channa Ti)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 7 (Turn 22 Athnul)
    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 8 (Turn 23 Seltyiel)
    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.

    Blessings Deck Card 9 (Turn 24 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 25 Alahazra)
    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 26 Thargrap)
    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 27 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 28 Athnul)
    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 14 (Turn 29 Seltyiel)
    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 30 Arueshalae)
    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.

    Blessings Deck Card 16 (Turn 31 Alahazra)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Haz, Seltyiel
    Notes: Elemental Treaty displayed
    (Seltyiel card = Longsword(Core)

    Garden of Symmetry Card 1 - Aghash:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 2 - Flask Thrower:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 3 - Chain Lightning:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 4:
    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.

    Garden of Symmetry Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Shae,
    Notes: Royal Naga, Baited Jewel Box

    Scorched Obelisk Card 1:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 3:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 4:
    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 Obelisk Card 5:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Walled Oasis
    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

    Thornscrub
    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: CT, Thargrap,

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

    Earthworks Card 1 - Ubashki:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Earthworks Card 2 - Baited Jewel Box:
    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.

    Earthworks Card 3 - Hepsushep:
    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.

    Earthworks Card 4 - Seer’s Tea:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    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.

    Earthworks Card 7:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 8:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 9:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Athnul
    Notes: Rolling Sphere,

    Shifting Dunes Card 1:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Skull Ripper:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 2 - Bone Lamellar:
    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.

    Howling Sands Card 3:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Windswept Chasm Card 2:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm 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.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 8:
    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.

    Windswept Chasm 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.


  • 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 Paladin for Thargrap.

    Shae wrote:

    Hand: Frost Sling +1, Old Deadeye, Runewell's Echo, Crowbar (Core), Starbow, Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 8 Discard: 7 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Everyone gets to use the Gift, which adds 1d4+1 to any basic skill until the start of the next turn.
    Other: Saving Runewell's Echo for Obelisk closing, if possible. But please use if needed."

    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: (Redeemed)
    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 ([X] or any) turn, you may add Arueshalae’s Gift to your hand.
    [x] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck, then discard the card you revealed.
    [][][]: 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


    Forgotten Scourge: 1d8 ⇒ 7: Curse of Fevered Dreams

    After resetting, recharge hand and draw 1d4 + 1 ⇒ (4) + 1 = 5 cards.

    On CT's turn, cast Soothing Word to heal: Hellknight of the Nail and remove Curse of the Ravenous.
    Fail recovery check, discarded.

    On Athnul's turn, recharge Staff of Minor Healing to heal: Blessing of the Ancients

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +3
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8
    Arcane +2

    Powers
    Lord of the Blood Feast
    Hand Size 4 ☐ 5 ☐ 6
    Proficiencies Arcane Weapons
    On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8) (☐ 1d12).
    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.)
    ☐ On your combat check (☐ or your check against a bane), if your cohort Blood God Nulgreth is not displayed, add 1d8.
    ☐ When you defeat a monster, you may heal a card or remove 1 of your scourges.
    [X3] When another local character discards a boon for its power, they may put it in your discards.
    ☐ When you gain this feat, 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 [X3] 6 ☐ 7
    Cohort: Blood God Nulgreth

    Hand: Dragonbane Greatsword, Magic Spiked Full Plate, The Beating
    Displayed: Blood God Nulgreth, Curse of Fevered Dreams
    Deck: 6 Discard: 2 Buried: 7
    Hero Points: 3 Shirt Reroll Available (3-4B): Yes
    Notes:
    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

    The hour of the Elements
    Move to Earthworks.

    Explore:

    Ubashki:
    Ally B
    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
    Discard this card to explore your location.

    Bury Wintervine to acquire.

    Discard Ubashki to explore:

    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.

    Reveal Mask to add 2, recharge Cloud Puff to add 1d8 (CT's power).
    Craft 8+#=12: 1d6 + 3 + 2 + 1d8 ⇒ (3) + 3 + 2 + (3) = 11 Paizo re-roll the d8
    Craft 8+#=12: 3 + 3 + 2 + 1d8 ⇒ 3 + 3 + 2 + (6) = 14 defeated
    Poison damage: 1d4 ⇒ 2
    Recharge Cure to reduce to 0 (CT's power).
    Draw 2 items from the box: Staff of Revelations (I3) & Canteen (I0).

    Display Canteen. End turn & reset hand revealing Angelstep for +1.

    Channa Ti wrote:

    Hand: Viper Strike (c), Mammoth Hide Armor, Angelstep, Reed Moccasin, Blessing of the Sages, Mask of the Forgotten Pharoah (loot), Staff of Revelations (acq),

    Displayed: Canteen (acq),
    Deck: 8 Discard: 4 Buried: 2
    Current Location: Earthworks
    Unused Hero Points: 6
    NOTES:
    Available Support: Angelstep available locally. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check.
    Other: Dice Re-Roll Used for 4B?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Divine Blaze, Thylacine, Pteranodon, Scroll of Thoth (acq), Aspect of the Hawk, Mastiff, Cloud Puff, Cure,
    Discard Pile: Blessing of Ketephys, Stone Axe +1, Ice Strike (c), Ubashki (acq),
    Buried Pile: Charm Animal, Wintervine,

    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, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard ([X] or recharge) 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 (□ or a character at your location) to 0.
    When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
    □ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
    □ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
    [X] You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.


    Channa Ti's Deck Handler Female Half-Elf Druid

    Forgot end of turn examine.
    Random open location: 1d6 ⇒ 3 Earthworks
    Examine Enchanter (Monster 0) and put it on top of Earthworks.

    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 16: Sandstorm

    Random moves:

    Athnul: 1d8 ⇒ 3 -> Walled Oasis (none)
    Seltyil: 1d8 ⇒ 7 -> Howling Sands (Skull Ripper)
    Shae: 1d8 ⇒ 6 -> Shifting Dunes (Rolling Sphere)
    Haz: 1d8 ⇒ 2 -> Scorched Obelisk (Thunder Lizard)
    CT: 1d8 ⇒ 7 -> Howling Sands (Skull Ripper)

    Move: Windswept Chasm

    Daybane prevent free explore due to basic blessing on top.

    Discard Quartermaster to explore.

    Poison Spiked Pit Trap (Perception 12)
    Play Blessing of Cayden Callien to bless.

    Perception 12: 1d10 + 4 + 1d10 ⇒ (10) + 4 + (2) = 16 -> Defeated.
    Explore again: Steel Ibis Lamellar (Fort 9)
    Use Gift for 1d4+1

    Constitution 9: 1d10 + 2 + 1d4 + 1 ⇒ (8) + 2 + (2) + 1 = 13 -> Acquired.

    End turn.
    Recharge Blood Periapt to poisoning.

    Examine bottom random: 1d6 ⇒ 3 -> Earthworks, Enchanter moved to top.

    Ignore above, Enchanter already moved. Card 8 is the Girtablilu, reveal Owl to evade and shuffle.

    "

    Athnul wrote:

    Hand: The Owl, Clockwork Librarian, Steel Ibis Lamellar, Evangelist, Symbol of Pain,

    Displayed: Curse of Daybane, Curse of Poisoning,

    Deck: 9 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 3-4A: Y

    Deck, Discard, Buried:

    Reloaded: Evangelist,
    Middle of Deck (Unknown Order): Shocking Scimitar +2, Desnas Freedom
    Recharged: Riftwarden, Wayfinder, Blessing of Milani, Amulet of Mighty Fists, Amulet of Fiery Fists, Blood Periapt,
    Discard Pile: Burglar, Blessing of Gorum, Blessing of Gorum 2, Blessing of Lamashtu, Blessing of Lamashtu 2, Quartermaster, 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
    Divine: Wisdom +1

    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 (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
    You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
    [x] You gain the skill Divine: Wisdom +1 (☐ +3).
    ☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
    ☐ When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

    "


    Thargrap moves to 1d8 ⇒ 1: Garden. Examine: Aghash
    Trigger, shuffles a Sandstorm in again.


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 2
    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 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:
    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.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 2
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Barrier 3
    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 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Weapon 2
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Weapon 3
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 4
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 5
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    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.

    Spell 3
    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 4
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Whip of Centipedes
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    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 to add 1d8 to your check that invokes the Poison trait.

    Armor 2
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    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 4
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2
    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 3
    Spoiler:
    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.

    Item 4
    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 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

    Powers
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 2
    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 3
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 4
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Clockwork Menial
    Ally 3

    Traits
    Automaton

    Check
    Intelligence
    Craft
    9

    Powers
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

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

    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 Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessing 3
    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 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 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.

    Turn: 17 Seltyiel/Gimry

    Top of Blessing Discard Pile: Blessing of Nethys

    Top Blessing:
    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 Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Arueshalae)
    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 2 (Turn 19 Alahazra)
    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.

    Blessings Deck Card 3 (Turn 20 Thargrap)
    Spoiler:
    Sandstorm
    Villain Barrier B

    Traits
    Obstacle
    Weather
    Trigger

    Check
    None

    Powers
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

    Blessings Deck Card 4 (Turn 21 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 5 (Turn 22 Athnul)
    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 Seltyiel)
    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 Arueshalae)
    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 8 (Turn 25 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 26 Thargrap)
    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 10 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 11 (Turn 28 Athnul)
    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 12 (Turn 29 Seltyiel)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 30 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 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Thargrap,
    Notes: Elemental Treaty displayed
    (Seltyiel card = Longsword(Core)

    Garden of Symmetry Card 1 - Aghash:
    Aghash
    Henchman Monster B

    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garden of Symmetry Card 2 - Flask Thrower:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Garden of Symmetry Card 3 - Chain Lightning:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Garden of Symmetry Card 4:
    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.

    Garden of Symmetry Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Haz,
    Notes: Royal Naga, Baited Jewel Box

    Scorched Obelisk Card 1 - Thunder Lizard:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 3:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 4:
    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 Obelisk Card 5:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Walled Oasis
    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

    Thornscrub
    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

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:1

    Earthworks Card 1 - Enchanter:
    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.

    Earthworks Card 2 - Hepsushep:
    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.

    Earthworks Card 3 - Seer’s Tea:
    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.

    Earthworks Card 4:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 7 - Girtablilu:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Shae,
    Notes: Rolling Sphere,

    Shifting Dunes Card 1 - Rolling Sphere:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 3:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Shifting Dunes Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Seltyiel, CT,
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Skull Ripper:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 2 - Bone Lamellar:
    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.

    Howling Sands Card 3:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Athnul

    Windswept Chasm Card 1:
    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.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    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.


  • 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:
    Move to Howling Sands from Sandstorm

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of Nethys
    Location: Howling Sands
    Location Power:At the start of your turn, recharge any cards that have the Cold trait.
    Scenario Powers:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.

    Recharge Deathgrip because it has the Cold Trait.
    Move to Garden of Symmetry and explore

    Aghash:

    Henchman Monster B
    Traits
    Outsider
    Curse
    Electricity
    Trigger
    Veteran

    Check
    Combat
    11
    OR
    Divine
    8

    Powers
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 19(11+4+4): 1d8 + 4 + 1d6 + 1 + 1d8 + 2 + 1d6 ⇒ (8) + 4 + (6) + 1 + (4) + 2 + (2) = 27

    Roll Details:

    Combat(Melee) - 1d8+4
    Gallivance - 1d6+1
    Swordblade - 1d8+2
    The Bloodgod - 1d6

    To close, recharge both of my weapons
    WPC Roll: 1d6 ⇒ 1
    Recharge from Hand (Catching Cape and Gorum)

    Seltyiel ends his turn.

    Seltyiel attempts to recover all cards in his Recovery pile.
    Elemental Treaty: Arcane 6: 1d8 + 5 ⇒ (2) + 5 = 7 -> Elemental Treaty recharged discarded.

    Seltyiel resets his hand.

    EoT Examine: 1d5 ⇒ 3 - Shifting Dunes
    Lightning Bolt, so move to top of Shifting Dunes

    Use Staff on the Bloodgod

    "

    Seltyiel wrote:

    Hand: Frost Ray, Arcana Theft, Ruan Mirukova, Blessing of the Gods (2),

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: Garden of Symmetry
    Hero Points: 7
    Used: 0
    NOTES:
    Available Support:
  • Ruan Mirukova - Adds 1d4 to a local check and heals a card
    Other: Paizo Re-Roll Used for 3-4B? N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Life Drain, Spellcharger Leather, Cruel Longsword, Sawtooth Saber, Blessing of Kols, Wyrmsmite, Chain Lightning
    Recharged: Deathgrip, Golembane Hammer +2, Gallivance, Catching Cape, Gorum's Iron, Elemental Treaty, Staff of Minor Healing,
    Discard Pile: Blessing of the Gods,
    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, Arcane
    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.
    ☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
    ☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
    ☑ When you acquire a weapon or spell on your turn you may explore again

    "

    End of Turn Summary
    Closed the Garden
    Examined bottom of Shifting Dunes and placed Lightning Bolt on top
    Healed the Bloodgod for 1


  • During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 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:
    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:
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 3
    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 4
    Spoiler:
    The Evil Eye
    Barrier C

    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Weapon 2
    Spoiler:
    Ooze Falchion +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    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:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    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. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    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:
    Symbol of Pain
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 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:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    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:
    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 5
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

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

    Item 3
    Spoiler:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Item 4
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 5
    Spoiler:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Random Allies:
    Ally 1
    Spoiler:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Ally 2
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    10

    Powers
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.

    Ally 4
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
    Discard this card to explore your location.

    Ally 5
    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.

    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 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 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 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: 18 Arueshalae/wkover

    Top of Blessing Discard Pile: Blessing of Ra

    Top Blessing:
    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 Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Alahazra)
    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.

    Blessings Deck Card 2 (Turn 20 Thargrap)
    Spoiler:
    Sandstorm
    Villain Barrier B

    Traits
    Obstacle
    Weather
    Trigger

    Check
    None

    Powers
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

    Blessings Deck Card 3 (Turn 21 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 4 (Turn 22 Athnul)
    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 23 Seltyiel)
    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 24 Arueshalae)
    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 25 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 8 (Turn 26 Thargrap)
    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 9 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 10 (Turn 28 Athnul)
    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 29 Seltyiel)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 12 (Turn 30 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 13 (Turn 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    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, Seltyiel,
    Notes:

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Haz,
    Notes: Royal Naga, Baited Jewel Box

    Scorched Obelisk Card 1 - Thunder Lizard:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 2:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 3:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 4:
    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 Obelisk Card 5:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Walled Oasis
    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

    Thornscrub
    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

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:1

    Earthworks Card 1 - Enchanter:
    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.

    Earthworks Card 2 - Hepsushep:
    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.

    Earthworks Card 3 - Seer’s Tea:
    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.

    Earthworks Card 4:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 7 - Girtablilu:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Shae,
    Notes: Rolling Sphere,

    Shifting Dunes Card 1 - Lightning Bolt:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2 - Rolling Sphere:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 4:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: CT,
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Skull Ripper:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 2 - Bone Lamellar:
    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.

    Howling Sands Card 3:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Athnul

    Windswept Chasm Card 1:
    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.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    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.


  • Banish The Trumpet for Seltyiel
    Bury Aghash.
    Heal Soothing Word from Seltyiel.


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

    Hour: Ra.

    Move to Earthworks. Use my power to discard Starbow (Desna trait) to heal myself.

    # of cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2 - heal Abdallah, Cyclone

    Discard Old Deadeye to explore and encounter Enchanter, then evade it. Earthworks is shuffled.

    EOT: Which location examined?: 1d5 ⇒ 1 - bottom card of Obelisk is Royal Naga, which is moved to the top

    Shae wrote:

    Hand: Frost Sling +1, The Dance, Jet of Anubis, Runewell's Echo, Crowbar (Core), Returning Throwing Axe, Arueshalae's Gift,

    Displayed: White War Paint,
    Deck: 7 Discard: 7 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Everyone gets to use the Gift, which adds 1d4+1 to any basic skill until the start of the next turn.
    Other: Saving Runewell's Echo for Obelisk closing, if possible. But please use if needed."

    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: (Redeemed)
    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 ([X] or any) turn, you may add Arueshalae’s Gift to your hand.
    [x] Instead of your first exploration on a turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from their discard pile into their deck, then discard the card you revealed.
    [][][]: 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

    Royal Naga moved to the top of Scorched Obelisk. Earthworks is shuffled.


    During This Adventure: Adventure 4: Tomb of the Godless Host

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.
  • 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: 3-4B: The Battle of Toppled Stones

    STORY BANES:

  • Villain: Rubila
  • Henchmen: Orchamus, Aghash, Girtablilus

    DURING THIS SCENARIO:

  • When you are dealt Poison damage, if that damage is not reduced to 0, suffer the scourge Curse of Poisoning.
  • At the end of your turn, examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

    Powers
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    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:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 4
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

    Powers
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.

    Monster 5
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Barrier 3
    Spoiler:
    The Evil Eye
    Barrier C

    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:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 5
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 2
    Spoiler:
    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.

    Weapon 3
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    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.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Weapon 4
    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 5
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Random Spells:
    Spell 1
    Spoiler:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 3
    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 4
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    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:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Item 2
    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 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:
    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:
    Sandstorm Dust
    Item 4

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Random Allies:
    Ally 1
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

    Ally 2
    Spoiler:
    Ausetitha
    Ally 4

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    15

    Powers
    Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
    While displayed, when you display a scourge, bury this card.

    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:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    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 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 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 Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessing 4
    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 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: 19 Alahazra/Katlyn99

    Top of Blessing Discard Pile: Sun Falcon

    Top Blessing:
    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.


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Thargrap)
    Spoiler:
    Sandstorm
    Villain Barrier B

    Traits
    Obstacle
    Weather
    Trigger

    Check
    None

    Powers
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

    Blessings Deck Card 2 (Turn 21 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 3 (Turn 22 Athnul)
    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 Seltyiel)
    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 Arueshalae)
    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 6 (Turn 25 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 26 Thargrap)
    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 8 (Turn 27 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 9 (Turn 28 Athnul)
    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 10 (Turn 29 Seltyiel)
    Spoiler:
    Blessing of Nethys
    Blessing C

    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 11 (Turn 30 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 31 Alahazra)
    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.

    Garden of Symmetry
    At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    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, Seltyiel,
    Notes:

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Haz,
    Notes: Royal Naga, Baited Jewel Box

    Scorched Obelisk Card 1 - Royal Naga:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Scorched Obelisk Card 2 - Thunder Lizard:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

    Powers
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Scorched Obelisk Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 4:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

    Powers
    When you examine this card, discard a blessing.
    If undefeated, draw the scourge Curse of Fevered Dreams from the box.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Scorched Obelisk Card 5:
    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 Obelisk Card 6:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 7:
    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.

    Walled Oasis
    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

    Thornscrub
    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

    Earthworks
    At This Location: For your checks that have the Electricity trait, subtract a die.
    When Closing: Bury an armor.
    When Permanently Closed: On closing, recharge a random card from your discard pile.
    M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:1
    Located here: Shae,

    Earthworks Card 1:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Earthworks Card 2:
    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.

    Earthworks Card 3:
    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.

    Earthworks Card 4:
    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.

    Earthworks Card 5:
    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.

    Earthworks Card 6:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 7:
    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.

    Shifting Dunes
    At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M:0 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Rolling Sphere,

    Shifting Dunes Card 1 - Lightning Bolt:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Shifting Dunes Card 2 - Rolling Sphere:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Shifting Dunes Card 3:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shifting Dunes Card 4:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: CT,
    Notes: Augury, Orchamus

    Howling Sands Card 1 - Skull Ripper:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    The Skull Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Howling Sands Card 2 - Bone Lamellar:
    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.

    Howling Sands Card 3:
    Orchamus
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    21

    Powers
    When you examine this card, succeed at a Stealth 8 check or encounter it and add 3 to the difficulty to defeat.
    Before you act, you are dealt 1d4 damage.
    All damage dealt by Orchamus is Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Howling Sands Card 4:
    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.

    Howling Sands Card 5:
    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.

    Howling Sands Card 6:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Athnul

    Windswept Chasm Card 1:
    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.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    Rubila
    Villain Monster 4

    Traits
    Girtablilu
    Rogue
    Trigger

    Check
    Combat
    23

    Powers
    When you examine this card, succeed at a Stealth 10 check or encounter this card and increase the difficulty to defeat by 3.
    Before you act, you are dealt 1d4+1 Poison damage.
    If defeated, you may recharge 1d4 random cards from your discard pile. If undefeated, you are dealt 1d4 Poison damage.

    Windswept Chasm Card 6:
    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.

    Windswept Chasm Card 7:
    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.


  • Alahazra deck

    Hourglass Discard: Sun Falcon
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Draw - Blessing of the Ancients

    Start of Turn:
    Reveal Tetisurah to shuffle Blessing of the Gods, BLessing of the Ancients, and Blessing of Pharasma into my deck and reset my hand
    Draw - Blessing of the Gods, Major Cure

    Cast Major Cure on myself
    Heal: 1d4 + 2 ⇒ (2) + 2 = 4

    Alahazra is healed for 4: (Tablet of Languages Lost (Loot), Druid of the Flame, Fire Snake, Terhk Fourwinds). Deck shuffled.

    Recharge Blessing of the Gods to examine
    Scorched Obelisk Card 1 - Royal Naga
    Scorched Obelisk Card 2 - Thunder Lizard
    Scorched Obelisk Card 3: Girtablilu - Trigger

    Girtablilu - Trigger: succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Auto fail the stealth check and encounter the henchman
    Cast Divine Blaze
    Combat 19+3: 1d10 + 6 + 4d8 ⇒ (2) + 6 + (4, 5, 2, 8) = 27
    Girtablilu defeated

    To Close: Succeed at a Constitution or Fortitude 9 check.
    use shaes gift for constitution and play blessing of the spellbound
    Constitution 9: 2d6 + 1d4 + 1 ⇒ (6, 5) + (2) + 1 = 14
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    Discard Blessing of Abadar
    Scorched Obelisk closed

    Alahazra ends her turn.

    End of Turn Actions: Examine the bottom card of a random open location deck; if that card does not have the Trigger trait, put it on top of that location deck.
    Open Location: 1d4 ⇒ 2
    Shifting Dunes Card 4: Collapsing Sphinx - Trigger
    Collapsing Sphinx - Trigger: recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    Damage: 1d4 ⇒ 3
    Discard Fate Blade, Tablet of Languages Lost, Blessing of Pharasma for the damage

    Alahazra attempts to recover all cards in her Recovery pile.
    Major Cure: Divine 10: 1d10 + 6 + 1d4 + 1 ⇒ (9) + 6 + (2) + 1 = 18 -> Major Cure recharged.
    Divine Blaze: Divine 14: 1d10 + 6 + 1d4 + 1 ⇒ (1) + 6 + (2) + 1 = 10 -> Divine Blaze discarded.

    Alahazra resets her hand.

    "

    Alahazra wrote:

    Hand: Fire Snake, Volcanic Storm, Blessing of the Spellbound 3, Blessing of Pharasma 2, Pillar of Life, Blessing of the Ancients 2,

    Displayed:
    Deck: 5 Discard: 12 Buried: 0
    Current Location: Scorched Obelisk
    Hero Points: 5/6
    Merchandise Reroll: Used
    NOTES:
    Available Support: Blessing may be used to either bless or to examine 4 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. Haz can recharge a card to add a d8 to trigger checks
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can 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): Druid of the Flame, Terhk Fourwinds
    Recharged: Blessing of the Gods, Tetisurah (loot), Major Cure,
    Discard Pile: Armor of the Sands, Sphere of Fire, Blessing of the Ancients, Blessing of the Spellbound 2, Crystal Ball, Holy Javelin, Blessing of the Spellbound 1, Blessing of Abadar, Divine Blaze, Fate Blade, Tablet of Languages Lost (Loot), Blessing of Pharasma 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 ☐ 8
    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) (☑ or 4) cards of any location (☐ or any) 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.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "


    Hour: Sandstorm.
    Thargrap moves to 1d8 ⇒ 1: Garden. No cards.
    CT moves to 1d8 ⇒ 8: Chasm. Greatclub +1 Shuffled.
    Athnul moves to 1d8 ⇒ 3: Oasis. No cards.
    Seltyiel moves to 1d8 ⇒ 6: Dunes. Lightning Bolt Shuffled.
    Shae moves to 1d8 ⇒ 6: Dunes. Girtablilu Trigger.
    Haz moves to 1d8 ⇒ 2: Obelisk. No Cards

    Shifting Dunes Card 1:
    Girtablilu
    Henchman Monster 4

    Traits
    Girtablilu
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

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