
wkover - Arueshalae |

Out of turn: Fighting Girt @ Dunes due to Sandstorm.
Asking for party blessing.
Combat 22 (19+3) w/ sling, reloaded axe, recharged jet, blessing: 1d8 + 1d6 + 6 + 1d6 + 1d4 + 1d8 ⇒ (4) + (4) + 6 + (3) + (2) + (7) = 26 - Girt defeated
Now fighting Sand Eel to close.
Asking for party blessing.
Combat 19 (11+8) w/ discarded sling, blessing: 1d8 + 1d6 + 6 + 2d4 + 1d8 ⇒ (1) + (5) + 6 + (3, 2) + (6) = 23 - henchman defeated
Hand: The Dance, Runewell's Echo, Crowbar (Core), Arueshalae's Gift,
Displayed: White War Paint,
Deck: 9 Discard: 8 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."
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
Shifting Dunes is closed. Two party blessings used.

MorkXII - Thargrap 1020 |

Back to Thargrap's turn.
Hour: Ra
Move to Chasm.
Explore: Greatclub +1
Melee 8: 1d10 + 5 ⇒ (7) + 5 = 12 Acquired.
Banish Greatclub +1 to draw: Soothing Word
Cast Soothing Word to heal Bound Imp and remove Curse of Fevered Dreams
Banish Aghash to draw: Hellknight of the Nail
Discard Hellknight of the Nail to explore: Rubila Villain!
EVeryone is at closed locations, so no guarding.
BA Electricity damage: 1d4 + 1 ⇒ (4) + 1 = 5 Yikes.. 2 blocked by Hellknight, discard Magic Spiked Full Plate to block the other 3.
Recharge Fort 6: 1d8 + 2 ⇒ (8) + 2 = 10 Recharged.
Reveal and discard Dragonbane Greatsword, banish Girtablilu for +d4+4, banish Gorum's Iron for +d6
Combat 23: 1d10 + 5 + 1d12 + 2 + 1d10 + 1d4 + 4 + 1d6 ⇒ (3) + 5 + (12) + 2 + (8) + (2) + 4 + (5) = 41 Defeated
Recharge 1d4 ⇒ 2 cards from discard: everything.
Location closes, villain escapes.
Banish The Avalanche to move to Howling Sands.
End of turn:
Examine bottom card of 1d2 ⇒ 2: Corridor Dart Trap. Moved to top.
Recover Soothing Word Discarded.
Draw up to 4.
Skills and Powers:Hand: Safety Bubble, Staff of Minor Healing, Bound Imp, The BeatingSkills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8
Arcane +2Powers
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
Displayed: Blood God Nulgreth
Deck: 6 Discard: 1 Buried: 5
Hero Points: 3 Shirt Reroll Available (3-4B): Yes
Notes:
Safety Bubble:Safety Bubble
Spell 4Traits
Magic
Arcane
DivinePowers
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.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
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.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
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 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.
Barrier 2
Traits
Curse
Magic
Trigger
Check
Wisdom
Survival
Divine
10
Powers
When you examine this card, banish it.
If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.
Barrier 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 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
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
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.
Weapon 2
Traits
Club
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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.
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
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
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.
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 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 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 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 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.
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
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 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 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
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.
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 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 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 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.
Ally 1
Traits
Human
Cleric
Check
Knowledge
Divine
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Ally 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
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 B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
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 C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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: 21 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: 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: 10
Blessings Deck
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 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 B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
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
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.
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 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.
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 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
Notes:
Scorched Obelisk
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,
Notes:
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: Athnul
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 ?:2
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.
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.
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.
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.
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.
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.
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.
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
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: Seltyiel, Shae,
Notes:
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 ?:2
Located here: Thargrap,
Notes: Augury, Orchamus
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.
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.
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.
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.
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.
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.
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.
Windswept Chasm
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,
Notes:

Channa Ti - WilderRedbeard |

The hour of the Elements
Sot, reveal Staff of Revelations and examine top card of deck: Divine Blaze. Keep on top.
Move to Earthworks.
Explore:
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.
Place Seer's Tea on top of Canteen to examine top 3 cards of Earthworks:
Card 1 - Hepsushep (Ba1)
Card 2 - Rubila (Villain- TRIGGER)
Pausing to discuss strategy.

Channa Ti - WilderRedbeard |

Auto-fail Stealth check and encounter villain.
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.
Send Viper Strike to recovery, recharge Angelstep to add 1d8, Shae discards The Dance and Runewell's Echo to add 3 dice, reveal Mask for +2, Shae's gift for 1d4+1, recharge Mammoth Hide Armor to add 1d6.
Combat 23+3=26: 4d10 + 5 + 2d4 + 1d8 + 2 + 1d4 + 1 ⇒ (1, 2, 7, 5) + 5 + (3, 3) + (4) + 2 + (4) + 1 = 37 defeated
Recharge from discard: 1d4 ⇒ 3
We win!

MorkXII - Thargrap 1020 |

DEVELOPMENT:
The girtablilus put up a stubborn fight, but you managed to fend them off without getting completely lost among the rocks. The scorpion-people’s defensive arrangement meant they were no mere marauders. As you wind your way toward the hidden entrance, you study your fallen foes more carefully.
This leads you to a puzzling realization: Many had tattooed their bodies with the same images appearing on the holy symbols you brought from Manaket. Were these scorpion-people priests of the old Jistkan gods? Is this a sign you are on Mnesoset’s trail? The only way to find out is to dig down into the ruins below.
SCENARIO REWARD:
ACQUIRED CARDS:
Weapon 4 Fate Blade
Weapon 3 Shocking Scimitar +2
Weapon 1 Frost Sling +1
Spell 4 Pillar of Life
Spell 2 Deathgrip
Armor 4 Steel Ibis Lamellar
Armor B Catching Cape
Item 4 Jet of Anubis
Item 3 Staff of Revelations
Item 1 Scroll of Thoth
Item B Canteen
Item B Seer’s Tea
Ally 3 Commander Abdallah
Ally C Terhk Fourwinds
Ally B Ubashki
Blessing B Blessing of Ra
Blessing B Blessing of the Ancients
Blessing B Blessing of the Ancients
Blessing B Blessing of the Elements
Blessing 3 Blessing of Isis
Blessing 4 Blessing of Osiris
Blessing 4 Blessing of Anubis
Blessing B Blessing of Wadjet
Blessing 4 Blessing of Osiris
Blessing 4 Blessing of Osiris

MorkXII - Thargrap 1020 |

3-4C: The Choked Tunnel
After a full day of digging, you uncover a plain stone door leading deeper below the surface. Throwing it open, you find a cavernous room beyond, home to countless rows of columns, dozens of doors that lead into smaller rooms along the massive hall’s periphery, and a massive passageway at the far end that has collapsed in on itself, blocking off whatever might lie beyond.
As you carefully explore the dusty rooms, you find lengthy inscriptions in the ancient Jistkan language as well as shorter entries written in countless extraplanar languages. What’s more, next to a powerfully built bronze statue, you find an empty scroll tube that matches those you recovered from Mnesoset’s possessions—the Spinel Sage herself was here!
However, there’s no further sign of her, and you quickly determine she might have gone beyond the collapsed passage. Tunneling through the rubble could take months, so you settle on the next best thing: you begin translating. Based on the inscriptions, the Jistkan artificer-priests forged a pact with powerful elemental beings millennia ago, compelling those spirits to power the Jistkans’ golems here. As you look between your translation, the blocked passage, and the immense statue, you get a daring idea. Within an hour, you’ve pieced together the artificer’s ritual, laid out the ancient holy symbols, and begun the rites, conjuring one of the old elemental spirits to animate the dormant golem and clear the path.
As you speak the final words of the ritual, lines of fire and ripples of tectonic energy course through the hall, and the bronze golem lurches to life. “At last,” cackles a crackling voice, “the Jistkans have called us without the proper safeguards!” A deeper voice rumbles in response, “Yes, let us lay waste to their kingdom that our enslaved brethren created.” Two powerful elemental humanoids—one fiery and the other built like a living statue—stand in the long hall, grinning with mischief and malice. To make matters worse, the massive golem flexes its arms and swings its fists toward you as if following the pair’s commands!
LOCATIONS:
1 Altar of Riddles
1 Precious Mine
1 Silver Forge
2 Quarry
3 Scorched Ruins
4 Scorched Obelisk
5 Stonework Passages
6 Alchemical Library
STORY BANES:
DURING THIS SCENARIO:

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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
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 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 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.
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.
Barrier 3
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
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
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
Traits
Trap
Obstacle
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.
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
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 1
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 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 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.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Spell 3
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 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 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 3
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.
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.
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 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 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 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.
Item 3
Traits
Wand
Attack
Fire
Ranged
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
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.
Item B
Traits
Accessory
Alchemical
Check
Intelligence
Perception
6
Powers
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 3
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 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.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
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.
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
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
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.
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 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 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 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 B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Turn: 1 Athnul/magi210
Top of Blessing Discard Pile: 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: 29
Blessings Deck
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.
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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 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.
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.
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.
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 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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:2
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Henchman Monster 4
Traits
Outsider
Elemental
Aristocrat
Janni
Fire
Check
Combat
22
Powers
Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
Damage dealt by Kixexa is Fire damage.
If undefeated, each other characater is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
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.
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.
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.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:3 Al:0 Bl:0 ?:2
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
Henchman Monster 4
Traits
Outsider
Elemental
Janni
Monk
Check
Combat
20
THEN
Combat
16
Powers
Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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 ?:2
Monster 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:2
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.

MorkXII - Thargrap 1020 |

Hadden Hoppert:
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 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.
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
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 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 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.
Smiths of Wati:
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 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.

MorkXII - Thargrap 1020 |

Trade Magic Spiked Breastplate for Scarab Buckler (Loot)
Trade Enervation for Blessing of the Ancients (Sunburst Market).
Start at Quarry.
Skills and Powers:Hand: Thundering Earthbreaker, Giant Form, Scarab Buckler, Asmodeus’s TyrannySkills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8
Arcane +2Powers
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 [X4] 2
Item 1 [X2] 2
Ally 2 ☐ 3
Blessing 5 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3-4C): Yes
Notes:
Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
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.

Seltyiel - Gimry |

Swap out Lightning Touch for Elemental Treaty at sunburst market. Replace banished Longsword with Longsword +2. Start with the Bloodgod to try to banish even more stuff
"
Hand: Golembane Hammer +2, Gorum's Iron, Elemental Treaty, Staff of Heaven and Earth, Blessing of the Gods,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Quarry
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 3-4C? N
Middle of Deck (Unknown Order): Blessing of the Gods (2), Chain Lightning, Gallivance, Sawtooth Saber, Frost Ray, Staff of Minor Healing, Arcana Theft, Ruan Mirukova, Blessing of Kols, Spellcharger Leather, Cruel Longsword, Wyrmsmite, Life Drain, Longsword +2
Recharged:
Discard Pile:
Buried Pile:
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

Channa Ti - WilderRedbeard |

Swap in Aspect of the Bull for Cure. Add Wolf to empty Ally slot.
Visit Hadden Hoppert for spells and pass on the available spells.
Take Mask of the Forgotten Pharoah loot in place of Draughtcap Fungus.
Start at Alchemical Laboratory.
Draw an extra card then recharge Angelstep.
Hand: Aspect of the Hawk, Ice Strike (c), Thylacine, Pteranodon, Blessing of Ketephys, Mask of the Forgotten Pharoah (loot),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Alchemical Laboratory
Unused Hero Points: 6
NOTES:
Available Support: Blessing available
Other: Dice Re-Roll Used for 4C?: N
Middle of Deck (Unknown Order): Divine Blaze, Stone Axe +1, Charm Animal, Mammoth Hide Armor, Aspect of the Bull, Cloud Puff, Reed Moccasin, Blessing of the Sages, Mastiff, Wolf, Viper Strike (c), Wintervine
Recharged: Angelstep,
Discard Pile:
Buried Pile:
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.

wkover - Arueshalae |

Take Sun Falcon loot. Starting at Altar of Riddles to try and get free stuff. Not taking any trader weapons.
Hand: Billy Bumbershoot (Marine), Returning Throwing Axe, Runewell's Echo, Lolly Popkin (Priest), Frost Longbow, The Vision, 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."
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 - Katlyn99 |

Loot:
Swap out Dragon Emissary for Tetisurah
Go to spell trader. Switch out Embiggen for Symbol of Pain from the spell trader.
Start at Altar of Riddles
"
Hand: Crystal Ball, Divine Blaze, Blessing of the Spellbound 2, Holy Javelin, Major Cure, Druid of the Flame,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Altar of Riddles
Hero Points: 5/5
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.
Middle of Deck (Unknown Order): Volcanic Storm, Blessing of the Spellbound 3, Blessing of the Spellbound 1, Blessing of Abadar, Sphere of Fire, Blessing of Osiris, Tetisurah (loot), Armor of the Sands, Symbol of Pain, Blessing of Pharasma, Blessing of the Gods, Fire Snake, Mist Horn
Recharged:
Discard Pile:
Buried Pile:
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).
At the beginning of Athnul's turn, examine Altar of Riddles.
Altar of Riddles Card 1: Blessing of the Ancients
Altar of Riddles Card 2: Twitch Tonic
Altar of Riddles Card 3: Coffer Corpse
Altar of Riddles Card 4: Lightning Storm

![]() |

No traders.
Swap Blessing of Lamashtu 3 for Blessing of Cayden
Opening hand:
"
Hand: Blood Periapt, Blessing of Lamashtu 3, Wayfinder, Blessing of Gorum 2, Quartermaster, Blessing of Gorum,
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
Middle of Deck (Unknown Order): The Owl, Amulet of Fiery Fists, Burglar, Blessing of Lamashtu 2, Blessing of Milani, Amulet of Mighty Fists, Desnas Freedom, Evangelist, Clockwork Librarian, Blessing of Lamashtu, Riding Allosaurus, Riftwarden
Recharged:
Discard Pile:
Buried Pile:
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.
Start at the Altar of Riddles too.
Turn 1: Blessing of Ra
SoT: Blessing, examine top of Altar (Blessing of the Ancients), added to hand.
Move: Stonework Passages
Free Explore: Blessing of the Elements (Wisdom 6)
Wisdom 6: 1d10 + 4 ⇒ (5) + 4 = 9 -> Added to hand
Discard Quartermaster to explore again.
Explore 2: Warrior Dolls (Combat 18)
Discard Blessing of Gorum to bless twice.
Recharge Blessing of the Ancients to add wisdom.
Combat 18: 1d6 + 1d6 + 2 + 1d6 + 1d10 + 4 ⇒ (1) + (6) + 2 + (2) + (10) + 4 = 25 -> Defeated
Close check (Wisdom 10) Bury random -> Blood Periapt
Use Shae's gift for 1d4+1
Discard Blessing of the Elements to bless
Wisdom 10: 1d10 + 4 + 1d10 + 1d4 ⇒ (5) + 4 + (1) + (4) = 14 -> Closed.
Examine Quarry at close: Villan 4 (Volatile Sentinel)
End turn, reset hand.
"
Hand: Desnas Freedom, Blessing of Lamashtu 3, Wayfinder, Burglar, The Owl, Blessing of Gorum,
Displayed:Deck: 10 Discard: 3 Buried: 1
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
Middle of Deck (Unknown Order): Riding Allosaurus, Evangelist, Clockwork Librarian, Riftwarden, Blessing of Milani, Blessing of Lamashtu 2, Amulet of Mighty Fists, Amulet of Fiery Fists, Blessing of Lamashtu
Recharged: Blessing of the Ancients,
Discard Pile:
Buried Pile:
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 - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Isis
Location: Quarry
Location Power:Add 3 to your check that has the Bludgeoning trait.
Scenario Powers:
With the Villain on top of the Quarry, I'll head to the Precious Mine
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.
Arcane 4 is an auto. Use Power to explore again
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.
Recharge Staff and discard Acid Splash to defeat
Before Resetting hand, auto recharge Acid Splash from Discards
With Anthul pointing out the Sentinel at the Quarry, I decide to head to the mine next door. Other then a low level apprentice spell and the inevitable trap that is in every mine, I find very little of use.
"
Hand: Golembane Hammer +2, Elemental Treaty, Blessing of the Gods (2), Gorum's Iron, Blessing of the Gods,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Quarry
Hero Points: 7
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-4C? N
Middle of Deck (Unknown Order): Arcana Theft, Frost Ray, Spellcharger Leather, Gallivance, Staff of Minor Healing, Cruel Longsword, Chain Lightning, Wyrmsmite, Longsword +2, Blessing of Kols, Sawtooth Saber, Ruan Mirukova, Life Drain
Recharged: Staff of Heaven and Earth, Acid Splash,
Discard Pile:
Buried Pile:
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
Move to Precious Mine
Acquire top card of the Mine
Banish the second card of the Mine

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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.
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 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.
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 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 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.
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.
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.
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 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
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
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 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.
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 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.
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 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 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.
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
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 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 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 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.
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 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 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 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 3
Traits
Liquid
Poison
Check
Intelligence
Craft
9
Powers
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
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.
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.
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 C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
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.
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 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 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 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 C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 3 Arueshalae/wkover
Top of Blessing Discard Pile: 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: 27
Blessings Deck
Blessing C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 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.
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.
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.
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 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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:2
Located here: Shae, Haz,
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Henchman Monster 4
Traits
Outsider
Elemental
Aristocrat
Janni
Fire
Check
Combat
22
Powers
Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
Damage dealt by Kixexa is Fire damage.
If undefeated, each other characater is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
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.
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.
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.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:2
Located here: Selty
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
Henchman Monster 4
Traits
Outsider
Elemental
Janni
Monk
Check
Combat
20
THEN
Combat
16
Powers
Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Located here: Thargrap,
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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 ?:2
Monster 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Athnul
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:2
Located here: CT
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.

wkover - Arueshalae |

Hour: BoE.
Start of turn, call for item at Altar of Riddles and get Twitch Tonic for free.
Give Runewell's Echo to Haz.
Move to Scorched Obelisk and encounter Burning Child.
Cha 10 w/ my Vision blessing (choosing 2): 2d12 ⇒ (9, 1) = 10 - Scorched Child defeated, no elec damage (per location)
Discard Lolly to explore, encounter Blessing of Nethys.
Div 5 w/ Lolly bonus: 2d4 ⇒ (4, 3) = 7 - blessing acquired
Discard Billy to explore, encounter Jistkan Runes.
Asking Athnul to recharge Desna's Freedom.
Know 10 w/ blessing: 2d12 + 1 ⇒ (9, 6) + 1 = 16 - barrier defeated and displayed by location (per scenario), defeated by 4+ so take elec damage
How much elec damage?: 1d4 ⇒ 4 - 3 is blocked, discard axe for last point of damage
Per barrier defeat, examine the next 3 cards: Evil Eye (banished, get a scourge). Which scourge?: 1d8 ⇒ 8 - Curse of the Sphinx. Keep examining: Scarab Swarm (take and block 1 poison damage), then encounter swarm.
Combat 14/18 w/ Frost Bow and my Nethys blessing: 1d8 + 1d8 + 1d4 + 6 + 1d8 ⇒ (6) + (4) + (2) + 6 + (6) = 24 - swarm defeated, not shuffled in anywhere
Edit: Per post below, had to use a party blessing instead of my Nethys.
Final examine from barrier defeat: Azaz Arafe. Banish twitch tonic to draw both my allies from my discard pile. Discard Billy to explore and encounter Azaz.
Dip 7: 1d12 + 3 ⇒ (6) + 3 = 9 - Azaz acquired
Recharge Azaz to examine top card of location: Warrior Dolls henchman.
Bury Lolly to heal myself.
# cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4 - full heal
Hand: Billy Bumbershoot (Marine), The Cyclone, The Vision, The Uprising, Frost Longbow, Impervious Chain Shirt, Arueshalae's Gift,
Displayed: Curse of the Sphinx,
Deck: 12 Discard: 0 Buried: 1
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."
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
Twitch Tonic acquired from Altar. Echo given to Haz. Athnul's Desna is recharged. Top card of Scorched Obelisk is card 7: Warrior Dolls henchman. Jistkan Runes is displayed by location. Party blessing used.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
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 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
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 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.
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 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 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
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 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.
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 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
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.
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 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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 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 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 B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
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.
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
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.
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 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 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.
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 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
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 1
Traits
Half-Elf
Fighter
Check
Melee
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
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.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 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
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: 4 Alahazra/Katlyn99
Top of Blessing Discard Pile: 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 Remaining: 26
Blessings Deck
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.
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.
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.
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 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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:2
Located here: Haz,
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Henchman Monster 4
Traits
Outsider
Elemental
Aristocrat
Janni
Fire
Check
Combat
22
Powers
Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
Damage dealt by Kixexa is Fire damage.
If undefeated, each other characater is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
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.
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.
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.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:2
Located here: Selty
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
Henchman Monster 4
Traits
Outsider
Elemental
Janni
Monk
Check
Combat
20
THEN
Combat
16
Powers
Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Located here: Thargrap,
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Notes: Jistkan Runes displayed
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Athnul
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:2
Located here: CT
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.

wkover - Arueshalae |

Update: Need to check for Burning Child damage on previous turn.
Fire damage?: 1d4 ⇒ 4 - 3 blocked, would have discarded Nethys blessing for final damage and used a party blessing on the Swarm.
Party blessing used.

Alahazra - Katlyn99 |

OFF-TURN ACTIONS: at end of shaes turn - Recharge Runewell's echo to examine Altar of Riddles
Altar of Riddles Card 1 - Coffer Corpse
Altar of Riddles Card 2 - Lightning Storm
Altar of Riddles Card 3: Lightning Bolt
Altar of Riddles Card 4: Jistkan Runes - Trigger
Jistkan Runes - Trigger: you may attempt a Knowledge 5 check to encounter this card.
Use Shae's The Cyclone blessing
Knowledge 5: 2d4 ⇒ (3, 2) = 5
Encountering the card
Use Shaes gift for Cha
Divine 10: 1d10 + 6 + 1d4 + 1 ⇒ (3) + 6 + (4) + 1 = 14
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Jistkan Runes displayed at Altar of Riddles
Choose not to shuffle the Coffer Corpse anywhere
Reorder: Lightning Bolt, Coffer Corpse, Lightning Storm
Hourglass Discard: Blessing of Wadjet
Start of Turn: choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
I choose spell and draw Lightning Bolt
Explore: Coffer Corpse
Play Holy Javelin and Divine Blaze to auto succeed at both checks
Coffer Corpse banished.
Use Crystal Ball to examine location
Altar of Riddles Card 2 - Lightning Storm
Altar of Riddles Card 5: Kixexa
Altar of Riddles Card 6: Blast Glyph - Trigger
Blast Glyph - Trigger: succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
use shaes gift for intelligence, party blessing used
Intelligence 10: 2d8 + 1d4 + 1 ⇒ (5, 8) + (4) + 1 = 18
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Divine Blaze: Divine 14: 1d10 + 6 ⇒ (8) + 6 = 14 -> Divine Blaze recharged.
Holy Javelin: Divine 10: 1d10 + 6 ⇒ (6) + 6 = 12 -> Holy Javelin recharged.
Alahazra resets her hand.
"
Hand: Mist Horn, Fire Snake, Lightning Bolt, Sphere of Fire, Major Cure, Druid of the Flame,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Altar of Riddles
Hero Points: 5/5
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.
Middle of Deck (Unknown Order): Blessing of Pharasma, Tetisurah (loot), Blessing of Abadar, Symbol of Pain, Volcanic Storm, Blessing of Osiris, Blessing of the Gods, Blessing of the Spellbound 1, Armor of the Sands, Blessing of the Spellbound 3
Recharged: Blessing of the Spellbound 2, Runewell's Echo (Shaes), Divine Blaze, Holy Javelin,
Discard Pile:
Buried Pile:
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).

wkover - Arueshalae |

Out of turn: Discard Cyclone for Haz. While I'm at it, I'll also display and discard my armor to remove my Sphinx curse.
Hand: Billy Bumbershoot (Marine), The Vision, The Uprising, Frost Longbow, Arueshalae's Gift,
Displayed:
Deck: 12 Discard: 2 Buried: 1
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."
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

MorkXII - Thargrap 1020 |

Recharge Asmodeus’s Tyranny for Haz.
Hour: Abadar.
Move to Precious Mine.
Explore: Jistkan Runes
Gift on Charisma
Arcane 10: 1d8 + 2 + 1d4 + 1 ⇒ (7) + 2 + (4) + 1 = 14 Defeated, displayed.
Examine top 3 cards: Seer’s Tea, Bonestorm, Picasi
Draw up to 4.
Skills and Powers:Hand: Thundering Earthbreaker, Giant Form, Scarab Buckler, The BeatingSkills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8
Arcane +2Powers
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 [X4] 2
Item 1 [X2] 2
Ally 2 ☐ 3
Blessing 5 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3-4C): Yes
Notes:
Giant Form:Giant Form
Spell 4Traits
Magic
Arcane
DivineChecks
Intelligence
Wisdom
Arcane
Divine
13Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.The Beating:The Beating
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Melee
4+#Powers
WHEN THIS IS THE HOUR: When you encounter a monster from a location, before acting, another local character summons and encounters it.On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
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.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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.
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 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 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 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.
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
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 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
Weapon 1
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 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.
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 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
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 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 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.
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
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
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
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.
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.
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
Traits
Wand
Attack
Fire
Ranged
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits
Object
Magic
Horus
Trigger
Check
Dexterity
Knowledge
Divine
6
Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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.
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 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 1
Traits
Human
Cleric
Check
Knowledge
Divine
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Ally 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.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
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 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 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 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 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: 6 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: 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: 24
Blessings Deck
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.
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 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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:0 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Haz,
Notes: Jistkan Runes displayed
Henchman Monster 4
Traits
Outsider
Elemental
Aristocrat
Janni
Fire
Check
Combat
22
Powers
Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
Damage dealt by Kixexa is Fire damage.
If undefeated, each other characater is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
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.
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.
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.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:1
Located here: Thargrap, Selty
Notes: Jistkan Runes displayed
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.
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.
Henchman Monster 4
Traits
Outsider
Elemental
Janni
Monk
Check
Combat
20
THEN
Combat
16
Powers
Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Notes:
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Notes: Jistkan Runes displayed
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Athnul
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:2
Located here: CT
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.

Channa Ti - WilderRedbeard |

The hour of Pharasma
Remain at Alchemical Laboratory.
Explore:
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Divine 10: 2d10 + 5 + 2 ⇒ (1, 5) + 5 + 2 = 13 defeated
Display Jistkan Runes next to location. Examine top 3 cards of AL:
Card 1: Baited Jewel Box (Ba0 TRIGGER) - Mask of the Forgotten Pharaoh shuffled into location
Card 2: Void Glyph (Ba1 TRIGGER) - Trigger check, recharge Pteranodon to add 1d8 (CT's power)
Wisdom 8+#=12: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (8) = 15 success
Card 3: Warrior Dolls (Henchman M1)
Recharge Thylacine to explore random top card (12 is Mask): 1d11 + 1 ⇒ (11) + 1 = 12
Traits
Accessory
Magic
Mummy
Check
N/A
Powers
Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add 2 instead.
Recharge this card to add a die to your check that invokes the Undead trait.
Recharge this card to reduce Poison damage dealt to you by 2.
Recharge this card to banish a card that has the Curse trait displayed next to your deck.
End turn & reset hand.
Hand: Aspect of the Hawk, Ice Strike (c), Aspect of the Bull, Wintervine, Reed Moccasin, Mask of the Forgotten Pharaoh (loot),
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Alchemical Laboratory
Unused Hero Points: 6
NOTES:
Other: Dice Re-Roll Used for 4C?: N
Middle of Deck (Unknown Order): Cloud Puff, Mammoth Hide Armor, Divine Blaze, Viper Strike (c), Wolf, Charm Animal, Mastiff, Blessing of the Sages, Stone Axe +1
Recharged: Angelstep, Pteranodon, Thylacine,
Discard Pile:
Buried Pile:
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.
Display Aspect of the Bull at the start of Athnul's turn.

Channa Ti - WilderRedbeard |

The hour of Pharasma
Remain at Alchemical Laboratory.
Explore:
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Divine 10: 2d10 + 5 + 2 ⇒ (3, 7) + 5 + 2 = 17 defeated
Display Jistkan Runes next to location. Examine top 3 cards of AL:
Card 1: Baited Jewel Box (Ba0 TRIGGER) - Mask of the Forgotten Pharaoh shuffled into location
Card 2: Void Glyph (Ba1 TRIGGER) - Trigger check, recharge Pteranodon to add 1d8 (CT's power)
Wisdom 8+#=12: 1d10 + 5 + 1d8 ⇒ (5) + 5 + (8) = 18 success
Card 3: Warrior Dolls (Henchman M1)
Recharge Thylacine to explore random top card (12 is Mask): 1d11 + 1 ⇒ (9) + 1 = 10
Traits
Accessory
Magic
Mummy
Check
N/A
Powers
Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add 2 instead.
Recharge this card to add a die to your check that invokes the Undead trait.
Recharge this card to reduce Poison damage dealt to you by 2.
Recharge this card to banish a card that has the Curse trait displayed next to your deck.
End turn & reset hand.
Hand: Aspect of the Hawk, Ice Strike (c), Aspect of the Bull, Wintervine, Reed Moccasin, Mask of the Forgotten Pharaoh (loot),
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: Alchemical Laboratory
Unused Hero Points: 6
NOTES:
Other: Dice Re-Roll Used for 4C?: N
Middle of Deck (Unknown Order): Cloud Puff, Mammoth Hide Armor, Divine Blaze, Viper Strike (c), Wolf, Charm Animal, Mastiff, Blessing of the Sages, Stone Axe +1
Recharged: Angelstep, Pteranodon, Thylacine,
Discard Pile:
Buried Pile:
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.
Display Aspect of the Bull at the start of Athnul's turn.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
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.
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
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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
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 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 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 3
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
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.
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
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 1
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
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.
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
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 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 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 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.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
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 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 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
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.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
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 3
Traits
Accessory
Alchemical
Acid
Check
Dexterity
Intelligence
Craft
8
Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
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 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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally B
Traits
Human
Bard
Aspis
Check
Charisma
Diplomacy
8
Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 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 B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 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.
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 C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
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 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
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn: 7 Athnul/magi210
Top of Blessing Discard Pile: 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 Remaining: 23
Blessings Deck
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 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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:0 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Haz,
Notes: Jistkan Runes displayed
Henchman Monster 4
Traits
Outsider
Elemental
Aristocrat
Janni
Fire
Check
Combat
22
Powers
Kixexa is immune to Fire. If your check to defeat has the Cold trait, add 1d8 to your check.
Damage dealt by Kixexa is Fire damage.
If undefeated, each other characater is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
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.
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.
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.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:1
Located here: Thargrap, Selty
Notes: Jistkan Runes displayed
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.
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.
Henchman Monster 4
Traits
Outsider
Elemental
Janni
Monk
Check
Combat
20
THEN
Combat
16
Powers
Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Notes:
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Notes: Jistkan Runes displayed
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Athnul
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: CT
Notes: Jistkan Runes displayed
Void Glyph, Warrior Dolls, Baited Jewel Box
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.

![]() |

Off turn: Recharge Desna's Freedom
Turn 7: Blessing of Isis
Move: Scorched Obelisk
Free Explore: Warrior Dolls (Combat 18)
Discard Blessing of Gorum to bless twice.
Recharge Wayfinder to add wisdom.
Combat 18: 1d6 + 2 + 2d6 + 1d10 + 4 ⇒ (6) + 2 + (3, 4) + (10) + 4 = 29 -> Defeated.
location electricity damage: 1d4 ⇒ 2 -> Discard Burglar and The Owl
Close location: Discard Blessing of Lamashtu to bless.
Fort 9: 1d10 + 2 + 1d10 ⇒ (7) + 2 + (7) = 16 -> Closed.
End turn, reset hand.
"
Hand: Blessing of Milani, Clockwork Librarian, Blessing of Lamashtu 2, Riftwarden, Riding Allosaurus, Evangelist,
Displayed:Deck: 6 Discard: 7 Buried: 1
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
Middle of Deck (Unknown Order): Amulet of Fiery Fists, Amulet of Mighty Fists, Blessing of Lamashtu
Recharged: Blessing of the Ancients, Desnas Freedom, Wayfinder,
Discard Pile:
Buried Pile:
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 - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Wadjet
Location: Precious Mine
Location Power:If a bane you encounter has the Construct trait, the difficulty is increased by 1d6.
Scenario Powers:
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.
Intelligence 4: 1d8 + 2 ⇒ (7) + 2 = 9
Intelligence - 1d8+2
Discard my BotGods into Thargraps discard pile to explore again
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.
Combat 17(21): 1d8 + 4 + 1d8 + 2 + 1d4 + 1 + 1d8 + 1d6 ⇒ (1) + 4 + (6) + 2 + (4) + 1 + (2) + (4) = 24
Combat(Melee) - 1d8+4
Golembane Hammer +2 - 1d8+2
Shae's Gift - 1d4+1
Blessed - 1d8
The Bloodgod - 1d6
Use My Gorums Iron to bless. Have Thargrap bury my Gods for aid
"
Hand: Golembane Hammer +2, Sawtooth Saber, Elemental Treaty, Seer’s Tea, Staff of Minor Healing,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Precious Mine
Hero Points: 7
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-4C? N
Middle of Deck (Unknown Order): Spellcharger Leather, Longsword +2, Life Drain, Ruan Mirukova, Gallivance, Cruel Longsword, Frost Ray, Chain Lightning, Arcana Theft, Blessing of Kols, Wyrmsmite
Recharged: Staff of Heaven and Earth, Acid Splash, Blessing of the Gods (2), Gorum's Iron,
Discard Pile:
Buried Pile:
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 Card 1 of the Mine
Sacrificed BotGods and Card 2 of the Mine to the Blood God
Used Thargraps power (Using my Gods)

wkover - Arueshalae |

Hour: Thoth. SOT - retrieve Gift.
Move to Altar and encounter revealed Kixexa.
Combat 22 w/ bow, cold bonus, recharged Billy: 2d8 + 1d4 + 6 + 1d8 + 1d8 ⇒ (4, 4) + (2) + 6 + (2) + (5) = 23 - henchman defeated; Runes are displayed, so can close without burying a card
Know 10 to close w/ my Vision blessing (calling 1): 2d12 + 1 ⇒ (9, 6) + 1 = 16 - location closed
Hand: Lady Despair, Crowbar (Core), The Dance, The Uprising, Frost Longbow, Sun Falcon Pectoral, Arueshalae's Gift,
Displayed:
Deck: 9 Discard: 3 Buried: 1
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."
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
Altar of Riddles is closed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
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
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.
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.
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 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
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
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.
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 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.
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 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 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.
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 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 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
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 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.
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 1
Traits
Tool
Alchemical
Check
Intelligence
Craft
8
Powers
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Item 3
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 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 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.
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 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 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 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 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.
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 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 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
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.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 10 Alahazra/Katlyn99
Top of Blessing Discard Pile: 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: 20
Blessings Deck
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 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 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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Haz, Shae,
Notes:
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Located here: Thargrap, Selty
Notes: Jistkan Runes displayed
Henchman Monster 4
Traits
Outsider
Elemental
Janni
Monk
Check
Combat
20
THEN
Combat
16
Powers
Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Notes:
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: CT
Notes: Jistkan Runes displayed
Void Glyph, Warrior Dolls, Baited Jewel Box
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of Nethys
Move: Move to Silver Forge
Display Mist Horn at Silver Forge
Explore: Staff of Uraeus
Use Shaes gift for charisma
Charisma 10: 1d10 + 6 + 1d4 + 1 ⇒ (9) + 6 + (1) + 1 = 17
Staff of Uraeus acquired
Discard Druid of the Flame to explore
Explore: Bonecrusher Hunter
Cast Sphere of Fire
Combat 9+4: 1d10 + 6 + 6 + 1d4 + 1 + 2d6 + 1d8 ⇒ (3) + 6 + 6 + (4) + 1 + (3, 3) + (2) = 28
Bonecrusher Hunter defeated
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Sphere of Fire: Divine 9: 1d10 + 6 + 1d4 + 1 ⇒ (1) + 6 + (2) + 1 = 10 -> Sphere of Fire recharged.
Alahazra resets her hand.
Discard Lightning Bolt
"
Hand: Blessing of Abadar, Fire Snake, Armor of the Sands, Symbol of Pain, Major Cure, Volcanic Storm,
Displayed: Mist Horn,
Deck: 11 Discard: 3 Buried: 0
Current Location: Silver Forge
Hero Points: 5/5
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.
Middle of Deck (Unknown Order): Tetisurah (loot), Blessing of Pharasma, Blessing of the Spellbound 3, Blessing of Osiris, Blessing of the Spellbound 1, Blessing of the Gods
Recharged: Blessing of the Spellbound 2, Runewell's Echo (Shaes), Divine Blaze, Holy Javelin, Sphere of Fire,
Discard Pile:
Buried Pile:
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).

MorkXII - Thargrap 1020 |

Hour: Elements.
Explore: Picasi
Recharge Scarab Buckler to block BA damage.
Reveal Thundering Earthbreaker, +d6 from Bludgeoning, cast Giant Form to make Str and Con d12+4, Shae's Gift on Str.
Combat 20: 1d12 + 6 + 1d12 + 2 + 1d6 + 1d4 + 1 ⇒ (2) + 6 + (8) + 2 + (1) + (3) + 1 = 23
Reveal Thundering Earthbreaker, +d6 from Bludgeoning, Giant Form to make Str d12+4, Shae's Gift on Str.
Combat 20: 1d12 + 6 + 1d12 + 2 + 1d6 ⇒ (11) + 6 + (11) + 2 + (4) = 34 Defeated, buried.
Close:
Shae's Gift on Str.
Melee 6+#=10: 1d12 + 6 + 1d4 + 1 ⇒ (9) + 6 + (4) + 1 = 20 Closed.
Draw an item: Hand of the Guilty Man
Discard Giant Form
Discard Hand of the Guilty Man
Draw up to 4.
On CT's turn, banish Hand of the Guilty Man to move to Scorched Ruins.
Skills and Powers:Hand: Thundering Earthbreaker, Good Omen, The Beating, The TrumpetSkills STRENGTH d10 +3
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8
Arcane +2Powers
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 [X4] 2
Item 1 [X2] 2
Ally 2 ☐ 3
Blessing 5 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 13 Discard: 1 Buried: 2
Hero Points: 3 Shirt Reroll Available (3-4C): Yes
Notes:
Good Omen:Good Omen
Spell 1Traits
Magic
Arcane
Divine
Mental
VeteranChecks
Intelligence
Wisdom
Arcane
Divine
6Powers
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.The Beating:The Beating
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Melee
4+#Powers
WHEN THIS IS THE HOUR: When you encounter a monster from a location, before acting, another local character summons and encounters it.On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
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.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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.
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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
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.
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
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
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
Traits
Trap
Obstacle
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.
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.
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 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 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
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.
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.
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
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 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 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.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 4
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
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
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.
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 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 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
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.
Item 3
Traits
Wand
Attack
Fire
Ranged
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
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.
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 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
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
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.
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 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 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 B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 12 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: 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: 18
Blessings Deck
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 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 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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Shae,
Notes:
Precious Mine
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: Selty
Notes:
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Located here: Haz,
Notes: Mist Horn displayed
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
Located here: Thargrap,
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: CT
Notes: Jistkan Runes displayed
Void Glyph, Warrior Dolls, Baited Jewel Box
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
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.
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.
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.
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.
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.
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.

Channa Ti - WilderRedbeard |

The hour of Bastet
Remain at Alchemical Laboratory.
Explore:
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Recharge Reed Moccasin to explore:
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.
Divine 11: 1d10 + 5 + 2 + 1d8 ⇒ (9) + 5 + 2 + (4) = 20 acquired
End turn & reset hand revealing Wintervine for +1 hand size.
Charm Animal was drawn - bury at the start of Athnul's turn to draw a new Animal ally from the box - Reed Moccasin (Al3).
Hand: Aspect of the Hawk, Mammoth Hide Armor, Wintervine, Wolf, Eruption (acq), Mask of the Forgotten Pharaoh (loot), Reed Moccasin (acq),
Displayed: Aspect of the Bull,
Deck: 11 Discard: 1 Buried: 1
Current Location: Alchemical Laboratory
Unused Hero Points: 6
NOTES:
Other: Dice Re-Roll Used for 4C?: N
Middle of Deck (Unknown Order): Stone Axe +1, Divine Blaze, Blessing of the Sages, Cloud Puff, Mastiff, Viper Strike (c)
Recharged: Angelstep, Pteranodon, Thylacine, Reed Moccasin, Ice Strike (c),
Discard Pile:
Buried Pile:
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.

![]() |

Turn 13: Blessing of the Ancients
Move: Scorched Ruins
No explore, holding for guarding.
End turn, reset hand.
"
Hand: Blessing of Milani, Clockwork Librarian, Blessing of Lamashtu 2, Riftwarden, Riding Allosaurus, Evangelist,
Displayed:Deck: 6 Discard: 7 Buried: 1
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
Middle of Deck (Unknown Order): Amulet of Mighty Fists, Amulet of Fiery Fists, Blessing of Lamashtu
Recharged: Blessing of the Ancients, Desnas Freedom, Wayfinder,
Discard Pile:
Buried Pile:
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.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4C: The Choked Tunnel
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
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 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 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.
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
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
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
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.
Barrier 3
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
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
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.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
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 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.
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 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 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
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.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
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
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 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 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.
Item 1
Traits
Tool
Alchemical
Check
Intelligence
Craft
8
Powers
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Item 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 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 B
Traits
Accessory
Alchemical
Check
Intelligence
Perception
6
Powers
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Ally 2
Traits
Caligni
Oracle
Trigger
Check
Perception
Charisma
Diplomacy
11
Powers
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.
Ally B
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Ally 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.
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.
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.
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 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 C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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: 14 Seltyiel/Gimry
Top of Blessing Discard Pile: 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: 16
Blessings Deck
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 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 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 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 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.
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 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 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 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 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 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
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 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 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.
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 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.
Altar of Riddles
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Shae,
Notes:
Precious Mine
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: Selty
Notes:
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:2
Located here: Haz,
Notes: Mist Horn displayed
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Henchman Monster 3
Traits
Trigger
Outsider
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if a card that has the Curse trait us displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:2
Located here: Thargrap, Athnul
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.
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.
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.
Henchman Barrier 4
Traits
Trigger
Cache
Check
Intelligence
Arcane
Divine
Knowledge
10
Powers
When examined, you may attempt a Knowledge 5 check to encounter this card.
If defeated, you may display this card next to your location, then may examine the top 3 cards of your location; you may shuffle any number of examined monsters into another open location.
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.
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.
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.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 2
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: CT
Notes: Jistkan Runes displayed
Void Glyph, Warrior Dolls, 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.
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.
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.
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.
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.
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of the Ancients
Location: Precious Mine
Location Power:If a bane you encounter has the Construct trait, the difficulty is increased by 1d6.
Scenario Powers:
Move to Quarry
Anthul calls out the location of the Sentinel. Once everyone is in place, I quickly head over to take care of it.
=Volatile Sentinel
Villain Monster 4
Traits
Construct
Check
Dexterity
Disable
Intelligence
Craft
15
OR
Combat
24
Powers
The Volatile Sentinel is immune to the Mental and Poison traits.
Combat 24: 1d8 + 4 + 1d6 + 2 + 1d8 + 4 + 1d8 + 2 + 1d8 ⇒ (2) + 4 + (4) + 2 + (5) + 4 + (6) + 2 + (7) = 36
Roll Details
Combat(Melee) - 1d8+4
Sawtooth Saber - 1d6+2
Discard - 1d8+4
Swordblade - 1d8+2
Shae's Bow - 1d8

Gimry |

Haz Guard check
Bury Random Card: 1d6 ⇒ 3
Bury Armor of the sands
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.
This is an Auto with Fire Snake using Divine for Con

Channa Ti - WilderRedbeard |

Alchemical Lab guard check:
Reveal Mask, asking Athnul for a blessing.
Craft 5+#=9: 2d6 + 3 + 2 ⇒ (2, 3) + 3 + 2 = 10 success
Alchemical Laboratory guarded.

MorkXII - Thargrap 1020 |

DEVELOPMENT:
Summoning the elementals to help you was a risky gamble, but it seems to have paid off. The elemental tricksters are in no shape to trouble you further, and without their influence, the powerful golem looks to you for commands.
You send it to clear out the tons of rubble as you set up camp to recover from your recent battles. Hopefully in the morning, the tireless construct will have excavated a path, and you can continue your journey to find the Spinel Sage.
SCENARIO REWARD:
Loot Armor 4
Traits
Heavy Armor
Construct
Magic
Check
None
Powers
Display this card to explore your location. While displayed, reduce all damage dealt to you to 0, and add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors. At the end of your exploration, succeed at a Craft 13 check to discard this card; otherwise, bury it instead.
Loot Item 4
Traits
Object
Sphinx
Check
None
Powers
At the end of your turn, recharge this card to recharge any number of cards in your hand then reset your hand. Then you may search your deck for a spell and draw it.
Banish this card to summon and acquire a loot ally that has the Sphinx trait.
ACQUIRED CARDS:
Weapon 4 Mace of Ruin
Spell 4 Eruption
Spell 2 Lightning Bolt
Spell B Acid Splash
Armor 1 Burglar's Buckler
Item B Seer’s Tea
Item B Twitch Tonic
Ally 3 Reed Moccasin
Ally 1 Azaz Arafe and Zazu
Blessing B Blessing of Nethys
Blessing B Blessing of the Ancients
Blessing B Blessing of the Elements

MorkXII - Thargrap 1020 |

3-4D: Spinel's Grave
As you had hoped, the golem easily cleared the tunnel that leads deeper into the ruin. You may have thought the entry hall massive, yet the chamber beyond is even more spectacular. Rows of stone golems stand facing the tunnel. Towering above them stands a stone-carved, elephantine monstrosity so immense that it carries a small castle atop its back. You’ve found what the Spinel Sage Mnesoset sought, yet the clues you found suggested she also made it this far. Why had she not marched out with this army to Osirion’s aid?
As you wind your way past dozens of golems, a harsh voice echoes telepathically in your head. “You are not the first to trespass here. A precocious woman walked your path millennia ago, and she bowed to me, offering her command of the golem armies. She acknowledged me as her master, and surrendered her power so that I might bury it here and prevent it from crushing the world above.”
You hear the voice speak from behind you, and you turn in time to see a powerful, horned giant step between two of the golems. From elsewhere, hiding within the forges and artificer quarters nearby, you can sense other creatures slinking closer. “Surrender as she did, and spare the world the apocalypse the Jistkans nearly unleashed.”
This is no mere giant. It is a sepid, a fantastically strong div famed for its compulsive lying. Hanging from its neck is a rose-hued gemstone on a chain—the spinel sage jewel. You can even spot the faint image of a Garundi woman reflected inside its facets, striking the surface as if trying to escape.
The div sneers as if it knows you have seen through its lies, but as it raises its sword to attack, the spinel fires lances of crimson energy that strike nearby golems and cause their eyes to glow with the same light. The constructs immediately animate and begin attacking the sepid. It bellows in response, “To me, minions! The sage has summoned pawns, and we join the battle!”
LOCATIONS:
1 Alchemical Library
1 Mumia Lab
1 Silver Forge
2 Crypt
3 Vault of Hidden Wisdom
4 Catacombs
5 Altar of Riddles
6 Precious Mine
STORY BANES:
DURING THIS SCENARIO:
Henchman Monster 1
Traits
Construct
Swarm
Veteran
Check
Combat
10
Powers
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 4: Tomb of the Godless Host
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: 3-4D: Spinel's Grave
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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.
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 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.
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.
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 B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 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 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 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.
Weapon 1
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 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
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
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 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.
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 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.
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 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade 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 13 check to recharge this card instead of discarding it.
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.
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 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
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
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
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.
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 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 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 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 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.
Ally B
Traits
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Ally 3
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.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Ally 4
Traits
Sphinx
Maftet
Check
Charisma
Diplomacy
11
Powers
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
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.
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 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 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 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 B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 1 Arueshalae/wkover
Top of Blessing Discard Pile: 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: 29
Blessings Deck
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
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 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 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 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 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 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 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 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 B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 4
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 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 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 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 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 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 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 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 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.
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
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 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.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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 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
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.
Blessing C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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 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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:1
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.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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 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.
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.
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.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
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.
Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
Notes: Warrior Dolls displayed
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.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
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.
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.
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Silver Forge
At This Location: Discard a card to add 1d6 and the Fire trait to your combat check.
When Closing: Summon and acquire a random armor from the box.
When Permanently Closed: At the end of your turn, you may recharge an armor card from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
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 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.
Monster 4
Traits
Elemental
Outsider
Cold
Check
Combat
16
Powers
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
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.
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.
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.
Weapon 3
Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Check
Strength
Melee
Charisma
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Ally 2
Traits
Human
Druid
Veteran
Check
Divine
7
OR
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M:2 Ba:2 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:1
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.
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.
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.
Barrier 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
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.
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.
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 3
Traits
Trigger
Curse
Trap
Magic
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.
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.
Vault of Hidden Wisdom
At This Location: When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M:1 Ba:3 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
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.
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.
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.
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.
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M:3 Ba:2 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
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.
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 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
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 or you are dealt 2 Poison damage.
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.
Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
Henchman Monster 4
Traits
Outsider
Check
Fortitude
Perception
6
THEN
Combat
Divine
15
Powers
The Druj-Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the henchman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
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.
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.
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.
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.
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.
Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:3 Al:0 Bl:0 ?:1
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.
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.
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.
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 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 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.
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.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
Villain Monster 4
Traits
Outsider
Check
Combat
25
OR
Divine
18
Powers
The Sepid is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.
If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.
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.

MorkXII - Thargrap 1020 |

Hadden:
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
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 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
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
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
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.
Smiths:
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 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.

wkover - Arueshalae |

Start @ Altar of Riddles. Taking Sun Falcon loot. Drawing an extra card, recharging Throwing Axe.
Hand: Old Deadeye, Starbow, Crowbar (Core), Runewell's Echo, The Uprising, The Vision, Arueshalae's Gift,
Displayed:
Deck: 13 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."
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

Channa Ti - WilderRedbeard |

Cauterize in for Viper Strike.
Mask of Forgotten Pharoah loot in for Draughtcap Fungus.
CT will take Safety Bubble for Ice Strike unless someone else plans to take it. CT has her own damage blocking power so it may be better in someone else's hands.
Start at Alchemical Laboratory. Draw starting hand +1 and recharge Wintervine.
Hand: Stone Axe +1, Aspect of the Hawk, Pteranodon, Reed Moccasin, Blessing of Ketephys, Blessing of the Sages,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Alchemical Laboratory
Unused Hero Points: 6
NOTES:
Other: Dice Re-Roll Used for 4D?: N
Middle of Deck (Unknown Order): Mammoth Hide Armor, Divine Blaze, Cauterize, Charm Animal, Angelstep, Thylacine, Mastiff, Ice Strike (c), Cloud Puff, Mask of the Forgotten Pharaoh (loot), Wolf, Aspect of the Bull
Recharged: Wintervine,
Discard Pile:
Buried Pile:
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.