
MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5B: Guardians of Ruin
STORY BANES:
DURING THIS SCENARIO:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Monster 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Monster 5
Traits
Undead
Mummy
Check
Combat
21
Powers
The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
If the check to defeat has the Cold or Electricity trait, add 1d8.
If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.
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
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 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 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.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 4
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 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.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Weapon 5
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
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+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
Perception
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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 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.
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 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
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 4
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
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 5
Traits
Shield
Finesse
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.
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 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 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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 3
Traits
Object
Magic
Anubis
Trigger
Check
Intelligence
10
OR
Charisma
Diplomacy
8
Powers
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
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 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 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
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Ally 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 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.
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 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
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
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: 18 Athnul/magi210
Top of Blessing Discard Pile: Blessing of Wadjet
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 13
Blessings Deck
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 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 4
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 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 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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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 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
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.
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 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.
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.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 4
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.
Monster 3
Traits
Undead
Sphinx
Mummy
Check
Combat
17
Powers
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.
Henchman Monster 5
Traits
Outsider
Check
Combat
19
OR
Divine
15
Powers
If another character at your location has more cards in his hand, the Shira is evaded; that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
Henchman Monster 4
Traits
Human
Cultist
Check
Combat
22
Powers
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 5
Traits
Swarm
Vermin
Mental
Poison
Check
Combat
18
Powers
Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.
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.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:0 Ba:0 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:0
Located here: Athnul
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.
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.
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.
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.
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:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
Notes: Earth Ossumental
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:0
Located here: Haz, Selty, Thargrap, Shae, CT
Notes: Elemental Treaty displayed x2
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.
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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
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.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
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:0 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:0
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.
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.
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.
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.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:0
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 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.
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.
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.
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.
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.
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:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
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.
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.

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Turn 18: Blessing of Wadjet
Free Explore: Lightning Storm (Displayed at Garden)
Discard The Owl to explore.
Explore 2; Rolling Sphere
Use fortitude for CtD
Use Shae's gift to add 1d4+1
Discard Blessing of Lamashtu to bless
Fort 12: 1d10 + 2 + 1d10 + 1d4 + 1 ⇒ (9) + 2 + (5) + (3) + 1 = 20 -> Defeated
Shuffled into Random loc: 1d7 ⇒ 7 -> Scorched Obelisk
Bonus explore: Bonecrusher chieftain (Combat 17)
Reveal amulet to add 2d6
Recharge burglar to add wisdom
Add 1d8 and mental
Reveal evangelist to add 1
Combat 17: 1d6 + 2 + 1d8 + 1d10 + 4 + 1 + 2d6 ⇒ (3) + 2 + (5) + (5) + 4 + 1 + (3, 6) = 29 -> Defeated
End turn, reset hand.
"
Hand: Wayfinder, Blessing of Lamashtu 3, Amulet of Furious Fists, Riding Allosaurus, Desnas Freedom, Evangelist,
Displayed:Deck: 8 Discard: 5 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-5B: Y
Middle of Deck (Unknown Order): Blood Periapt, Heat Metal, Blessing of Gorum 2, Blessing of Milani
Recharged: Clockwork Librarian, Headband of Inspired Wisdom, Belt of Physical Prowess, Burglar,
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.
[x] 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 Nethys
Location: Sepulcher of the Servant
Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
Adventure Powers:
Scenario Powers:
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.
Dexterity 15(5+5+5): 1d10 + 1d8 + 1 + 1d10 + 1d10 ⇒ (9) + (5) + 1 + (10) + (10) = 35
Dexterity - 1d10 (1d6)
Shae's Gift - 1d8+1 (1d4+1)
Blessed - 1d10 (1d6)
The Bloodgod - 1d10 (1d6)
Cast Embiggen, Recharge Desna's Freedom and use a card from the Bloodgod
Seltyiel ends his turn.
Seltyiel attempts to recover all cards in his Recovery pile.
Embiggen: Arcane 10: 1d12 + 5 ⇒ (12) + 5 = 17 -> Embiggen recharged.
Seltyiel resets his hand.
"
Hand: Demonbane Longsword +2, Gallivance, Wyrmsmite, Chain Lightning, Frost Ray,
Displayed:
Deck: 15 Discard: 0 Buried: 1
Current Location: Sepulcher of the Servant
Hero Points: 9
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-5B? N
Middle of Deck (Unknown Order): Blessing of Kols, Ruan Mirukova, Sawtooth Saber, Life Drain, Spellcharger Leather, Golembane Hammer +2, Staff of Minor Healing, The Rakshasa, Elemental Treaty, Spellsword +2, Arcana Theft, Gorum's Iron, Abadar's Law, Staff of Heaven and Earth
Recharged: Embiggen,
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. (☑ If you succeed, you may reload the card instead of recharging it)
☑ 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
Used Athnul's Desnas Freedom (Recharge)
Used 1 card from the Blood god
Cleared Card 4 from the Siege Deck

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Off turn: Recharge Desna's freedom for Seltyiel

wkover - Arueshalae |

OOT: Heal 1 from CT. Thanks!
My hour: Ancients.
Move to Scorched Obelisk, explore siege deck: Fiendish Sphinx.
Know 12 with my Cyclone: 2d12 + 1 ⇒ (1, 1) + 1 = 3 - use hero point
Know 12 with my Cyclone: 2d12 + 1 ⇒ (6, 7) + 1 = 14 - barrier defeated
Hand: The Uprising, Frost Longbow, Deathbane Throwing Axe, The Vision, Lady Despair, Billy Bumbershoot (Marine), Crowbar (Core), 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
Moved to Scorched Obelisk. Hero point used. Top card of siege deck is card 6.

Alahazra - Katlyn99 |

OFF-TURN ACTIONS:
Thargraps turn - Cast Embiggen
Alahazra attempts to recover all cards in her Recovery pile. Embiggen: Divine 10: 1d10 + 7 ⇒ (4) + 7 = 11 -> Embiggen recharged.
CTs Turn - remove curse Thanks!
Hourglass Discard: Blessing of Maat
Recharge Blessing of Pharasma to examine Siege deck
Scenario Deck Card 6: Mummified Sphinx
Scenario Deck Card 7: Shira
Scenario Deck Card 8: Eternal Captives
Scenario Deck Card 9: Disciple of the Forgotten Pharaoh
Allow Thargrap to reorder
Give card: Give Thargrap my Blessing of the Spellbound (doesn't matter or not if its banished)
Cast Major Cure on Shae
Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Major Cure: Divine 10: 1d10 + 7 + 1d4 + 1 ⇒ (5) + 7 + (4) + 1 = 17 -> Major Cure recharged.
Alahazra resets her hand.
"
Hand: Blessing of the Lady of Graves, Crystal Ball, Vampire Bat, Eruption (trader), Armor of the Sands, Death's Touch, Fire Snake,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Sepulcher of the Servant
Hero Points: 6/6
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of Osiris, Blessing of the Spellbound 1, Mist Horn, Blessing of Abadar, Tetisurah (loot), Divine Blaze
Recharged: Embiggen, Mask of the Forgotten Pharaoh, Blessing of Pharasma, Major Cure,
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 |

Bury and then banish Bonecrusher Chieftain.
Receive BotSpellbound.
Disciple of the Forgotten Pharaoh
Shira
Eternal Captives
Mummified Sphinx
Hour: Osiris.
Cast Giant Form
Explore: Disciple of the Forgotten Pharaoh
Shae evades the summoned Forgotten Pharaoh Cultist.
Reveal Dragonbane Greatsword. Bury The Avalanche from discards for +d6
Combat 22: 1d12 + 8 + 1d12 + 2 + 1d6 ⇒ (7) + 8 + (9) + 2 + (6) = 32 Defeated, buried.
Banish The Avalanche to move to Gardens.
Banish Usij Cultist to draw: Hellknight of the Nail
Discard Djinn to examine: Spellsword +2 and encounter it.
Melee 11: 1d12 + 8 ⇒ (11) + 8 = 19 Acquired.
And then explore: Shira.
7 cards to Athnul's 6.
Gift on Wisdom, bury Djinn for +d6
BA Wisdom 8: 1d6 + 1d4 + 1 + 1d6 ⇒ (5) + (2) + 1 + (3) = 11 Success.
Discard Spellsword +2, bury Spellsword +2 for +d6
Combat 19: 1d12 + 8 + 1d8 + 2 + 1d6 ⇒ (5) + 8 + (3) + 2 + (3) = 21 Defeated, buried.
AA Fort 8: 1d12 + 6 ⇒ (12) + 6 = 18 Success.
Banish Spellsword +2 to draw: Enervation
Banish Shira to draw: Staff of Minor Healing
Discard Hellknight of the Nail to explore: Mummified Sphinx
Recharge hand, reset, and bury a card. Draw: Thundering Earthbreaker, Bound Imp, Asmodeus’s Tyranny, The Big Sky. Bury Bound Imp.
Reveal Thundering Earthbreaker, +1 die from location/Bludgeoning.
Combat 17: 1d12 + 8 + 1d12 + 2 + 1d12 ⇒ (7) + 8 + (4) + 2 + (3) = 24 Defeated, buried.
Heal: Hellknight of the Nail.
Banish Mummified Sphinx to draw: Enervation
Discard The Big Sky to move to Precious Mine and explore: Eternal Captives
Banish Bound Imp for +d6, gift on Wisdom, recharge Asmodeus’s Tyranny to bless.
Wisdom 10: 1d6 + 1d6 + 1d4 + 1 + 1d6 ⇒ (4) + (2) + (1) + 1 + (4) = 12 Defeated.
Banish Djinn to move to drawL Gorum's Iron.
Banish Living Sandstorms to draw: Hellknight of the Nail
Discard Hellknight of the Nail to explore: Cenovath Swarm
BA, no allies to bury, so no mental damage.
Reveal Thundering Earthbreaker, recharge Gorum's Iron to bless.
Combat 18/22: 1d12 + 8 + 1d12 + 2 + 1d12 ⇒ (7) + 8 + (7) + 2 + (5) = 29 Defeated, buried.
Heal: Hellknight of the Nail
Banish Cenovath Swarm to draw: Asmodeus’s Tyranny
Banish Usij Cultist to draw: Gorum's Iron
Banish Usij Cultist to move to Sepulcher.
Discard Gorum's Iron to explore: Elder Ifreeti
Reveal Thundering Earthbreaker, cast Enervation to reduce by 2d4 ⇒ (4, 2) = 6, recharge Asmodeus’s Tyranny, banish Disciple of the Forgotten Pharaoh for +d4+4
Combat 19-6=13: 1d12 + 8 + 1d12 + 2 + 1d12 + 1d4 + 4 ⇒ (1) + 8 + (5) + 2 + (1) + (2) + 4 = 23 Defeated, buried.
Draw a new spell: Find Traps
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 5 Galvanic Kopis +2
Weapon 5 Iceblade Spelldagger
Weapon 4 Spellsword +2
Weapon 3 Dagger of Doubling
Weapon 3 Shocking Scimitar +2
Weapon 3 Staff of Uraeus
Spell 4 Whip of Centipedes
Spell 3 Mistform
Spell 1 Flames of the Faithful
Spell B Acute Senses
Spell B Find Traps
Armor 2 Tooled Crocodile Skin
Armor 1 Bone Lamellar
Armor 1 Burglar's Buckler
Item 4 Sunrod
Item 3 Staff of Revelations
Item B Alchemist's Kit
Item B Brilliance of Ra
Item B Healer's Kit
Item B Kohl of Uncanny Discernment
Item B Potion of Energy Resistance
Ally/Loot 5 Khai-Utef
Ally 4 Ausetitha
Ally 1 Azaz Arafe and Zazu
Blessing 1 Blessing of Thoth
Blessing 1 Blessing of Thoth
Blessing B Blessing of Pharasma

MorkXII - Thargrap 1020 |

Acquired Cards (updated):
Type Adv_Deck_Num Card
Weapon 5 Galvanic Kopis +2
Weapon 5 Iceblade Spelldagger
Weapon 4 Spellsword +2
Weapon 3 Dagger of Doubling
Weapon 3 Shocking Scimitar +2
Weapon 3 Staff of Uraeus
Spell 5 Icy Prison
Spell 4 Whip of Centipedes
Spell 3 Mistform
Spell 1 Flames of the Faithful
Spell B Acute Senses
Spell B Find Traps
Armor 5 Aegis of Recovery
Armor 3 Khamsin Coat
Armor 2 Canopic Wrap
Armor 2 Tooled Crocodile Skin
Armor 1 Bone Lamellar
Armor 1 Burglar's Buckler
Item 4 Sunrod
Item 3 Staff of Revelations
Item B Alchemist's Kit
Item B Brilliance of Ra
Item B Healer's Kit
Item B Kohl of Uncanny Discernment
Item B Potion of Energy Resistance
Ally/Loot 5 Khai-Utef
Ally 4 Ausetitha
Ally 1 Azaz Arafe and Zazu
Blessing 5 Blessing of the Lady of Graves
Blessing 4 Blessing of Anubis
Blessing 1 Blessing of Thoth
Blessing 1 Blessing of Thoth
Blessing B Blessing of Pharasma
Blessing B Blessing of the Elements

MorkXII - Thargrap 1020 |

3-5C: Mnesoset’s Mindscape
Before you start the scenario, any 1 character must replace his role card with the Mnesoset role card. That character’s player should read the following text aloud.
The acrid scent of your burning torch fills your nose as you climb over the perilous piles of collapsed stone filling this once-grand room. It was not so long ago, you think, that these halls were a magnificent centerpiece of ancient Osirian life. In fact, it was only weeks ago that this place was intact at all, since the ruins were still whole when you entered them with the Aspis traitors.
Slowly, painstakingly, you recreate your path through the pyramid’s atrium. Finally, you reach the secret door through which the Aspis disappeared before the ruins came tumbling down.
But as you descend down the tunnel beyond the trap door, torch thrust boldly before you, the spinel sage jewel around your neck begins to pulse. Its pink gem glows and becomes hot to the touch— so hot you shove your scarf between it and your skin.
The bit of the Spinel Sage’s life force embedded in this gem is clearly excited about descending into the sky pyramid, but you also perceive something more; something sinister. Is the jewel frightened about what you might find?
The feeling becomes overwhelming as you reach toward the rune-covered door at the end of the tunnel. Suddenly, your world explodes in a cacophony of flashing, shrieking light. When the beaming stops, you see the silhouettes of several sultry forms surrounding a massive, spine-faced beast. Floating above the chaos is the shimmering form of the Osirian woman you recognize as Mnesoset herself, the Spinel Sage.
“Friends!” Mnesoset pleads. “The way forward is not safe, but turning back might mean the end of all life we know! Please, if you let me, I can help you end these beasts. You must advance through the door!”
Willfully allowing the spirit of a millennia-old sage to possess you might not be the smartest thing you’ve ever done, but looking at the divs boring down on you, it sure seems like the right call now.
LOCATIONS:
1 Five-Pointed Sun
1 Garden of Symmetry
1 Guardian Vault
1 Sculptor's Lair
2 Garden of Ossumentals
3 Altar of Riddles
4 Chisek's Tomb
5 Great Library of Tephu
6 Vault of Hidden Wisdom
STORY BANES:
DURING THIS SCENARIO:

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5C: Mnesoset’s Mindscape
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Monster 3
Traits
Undead
Sphinx
Mummy
Check
Combat
17
Powers
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.
Monster 3
Traits
Animal
Elite
Check
Combat
18
Powers
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d8.
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 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 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Dexterity
Disable
16
Powers
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
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 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 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 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
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.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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
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 5
Traits
Magic
Arcane
Check
Intelligence
Arcane
13
Powers
Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
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 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.
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 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.
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 3
Traits
Heavy Armor Magic
Check
Constitution
Fortitude
Divine
10
Powers
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Armor 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.
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.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item 5
Traits
Liquid
Magic
Divine
Check
Craft
Wisdom
Divine
12
Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Item 3
Traits
Staff
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Item 2
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 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 3
Traits
Human
Rogue
Check
Charisma
Diplomacy
9
Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Ally 5
Traits
Elemental
Check
Constitution
Fortitude
9
Powers
Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Ally B
Traits
Human
Aspis
Sage
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Ally B
Traits
Undead
Ghost
Incorporeal
Check
Divine
Charisma
Diplomacy
8
Powers
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 4
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 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.
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
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 1 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Horus
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; if you are in an encounter, do so after the encounter.
Blessings Remaining: 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 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 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
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
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 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
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
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
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
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
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
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 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; if you are in an encounter, do so after the encounter.
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 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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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
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 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.
Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M:1 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Item C
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Barrier 5
Traits
Obstacle
Trap
Arcane
Magic
Acid
Check
Intelligence
Perception
Knowledge
13
OR
Disable
15
Powers
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
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.
Barrier 2
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
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.
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.
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.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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
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.
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.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:4 Ba:2 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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:3 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:1
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.
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.
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.
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 5
Traits
Trap
Divine
Magic
Trigger
Check
Wisdom
Divine
11
OR
Intelligence
Perception
13
Powers
When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 5
Traits
Magic
Divine
Attack
Electricity
Check
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
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.
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.
Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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 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.
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
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.
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.
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.
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.
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.
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.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:2 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
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.
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.
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
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 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.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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:4 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
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.
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard 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.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
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.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
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.
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.

MorkXII - Thargrap 1020 |

Spell trader:
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 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.
Spell 5
Traits
Magic
Arcane
Check
Intelligence
Arcane
13
Powers
Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
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 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

MorkXII - Thargrap 1020 |

Weapon Trader:
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 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.

MorkXII - Thargrap 1020 |

Trades/Loots:
BotAncients (Good Omen)
Scarab Buckler (Magic Spiked Breastplate)
Mythopoeic Sphinx (Wand of Enervation)
Elemental Treaty (Chain Lightning)
Start at Five-Pointed Sun.
Skills and Powers:Hand: Elemental Treaty, Magic Spiked Full Plate, Hellknight of the Nail, Asmodeus’s TyrannySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +1
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.
[X5] 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 [X5] 3
Blessing 5 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 16 Discard: 0 Buried: 0
Hero Points: 2 Shirt Reroll Available (3-X): Yes
Notes: d6s vs local banes available: 0Hellknight of the Nail:Hellknight of the Nail
Ally 3Traits
Human
HellknightChecks
Charisma
Diplomacy
11Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.Asmodeus’s Tyranny:Asmodeus’s Tyranny
Blessing 2Traits
Deity: Asmodeus
Divine
VeteranChecks
Charisma
Diplomacy
Divine
5+#Powers
WHEN THIS IS THE HOUR: When you fail a check, you may bury your hand and discards to reroll.On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 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.

wkover - Arueshalae |

Will use Sunburst Trader to trade White War Paint for a Cure spell. Not taking Sun Falcon loot, so is available for others. Starting at Five-Pointed Star, which I plan to occupy for the entire scenario.
Hand: Old Deadeye, The Dance, Deathbane Sling, Lady Despair, Deathbane Throwing Axe, Cure, Skoan-quah Boneslayer, Arueshalae's Gift,
Displayed:
Deck: 14 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

MorkXII - Thargrap 1020 |

Drew an illegal starting hand (no weapons). Fixed:
Skills and Powers:Hand: Wounding Spear-Axe, Scarab Buckler, Mythopoeic Sphinx, The Big SkySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +1
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.
[X5] 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 [X5] 3
Blessing 5 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 16 Discard: 0 Buried: 0
Hero Points: 2 Shirt Reroll Available (3-X): Yes
Notes: d6s vs local banes available: 0Blood 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.

Channa Ti - WilderRedbeard |

Swap in Aspect of the Tiger for Cauterize.
Taking loot Mask of the Forgotten Pharaoh.
Pass on trader cards.
Start at Guardian Vault.
Draw an extra card and recharge Balmberry Bush.
Hand: Stone Axe +1, Aspect of the Hawk, Aspect of the Tiger, Divine Blaze, Charm Animal, Blessing of the Sages,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Guardian Vault
Unused Hero Points: 4
NOTES:
Other: Dice Re-Roll Used for 5A?: Y
Middle of Deck (Unknown Order): Ice Strike (c), Pteranodon, Blessing of Ketephys, Vampire Squid, Angelstep, Aspect of the Bull, Reed Moccasin, Mammoth Hide Armor, Blessing of Nivi Rhombodazzle, Cloud Puff, Thylacine, Mask of the Forgotten Pharaoh (loot), Mastiff
Recharged: Balmberry Bush,
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 ([X] 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.

MorkXII - Thargrap 1020 |

Ally 5
Traits
Animal
Phoenix
Fire
Check
Charisma
Diplomacy
8
THEN
Charisma
Diplomacy
12
Powers
Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

Channa Ti - WilderRedbeard |

The hour of Horus
Remain at Guardian Vault.
Bury Charm Animal to draw new Animal ally: Pakesket.
Explore:
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Recharge Pakesket to explore:
Traits
Obstacle
Trap
Arcane
Magic
Acid
Check
Intelligence
Perception
Knowledge
13
OR
Disable
15
Powers
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
Knowledge 13: 1d4 + 4d8 ⇒ (1) + (1, 2, 7, 4) = 15 defeated
Display Aspect of the Tiger.
End turn. Examine location cards: 2d4 ⇒ (1, 1) = 2 Venomous Heavy Crossbow & Scroll of Thoth.
Move to a random location: 1d9 ⇒ 9 Vault of Hidden Wisdom
Reset hand, discarding Burglar's Bracers.
Hand: Stone Axe +1, Aspect of the Hawk, Cloud Puff, Thylacine, Vampire Squid, Mask of the Forgotten Pharaoh (loot),
Displayed: Aspect of the Tiger,
Deck: 13 Discard: 1 Buried: 1
Current Location: Vault of Hidden Wisdom
Unused Hero Points: 4
NOTES:
Other: Dice Re-Roll Used for 5C?: N
Middle of Deck (Unknown Order): Angelstep, Aspect of the Bull, Ice Strike (c), Pteranodon, Mastiff, Blessing of Nivi Rhombodazzle, Blessing of Ketephys, Reed Moccasin, Mammoth Hide Armor
Recharged: Balmberry Bush, Pakesket (acq), Blessing of the Sages, Divine Blaze,
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 ([X] 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 |

Redoing trades and hand, per hangouts discussion. No trades, taking Sun Falcon loot. Starting location = Chisisek's Tomb.
Hand: Sun Falcon Pectoral, White War Paint, Skoan-quah Boneslayer, The Paladin, Frost Longbow, Billy Bumbershoot (Marine), Runewell's Echo, Arueshalae's Gift,
Displayed:
Deck: 14 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
Added helm of Electric Radiance (card feat armor)
Go to spell trader, no spells taken
Start at Altar of Riddles
Banished cards from last scenario:
Holy Javelin replaced by Ice Strike
Druid of the Flame replaced by Druid of the Flame
Blessing of the Spellbound 2 replaced by Blessing of the Spellbound 2
"
Hand: Embiggen, Armor of the Sands, Tetisurah (loot), Fire Snake, Druid of the Flame, Crystal Ball, Blessing of Pharasma,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Altar of Riddles
Hero Points: 6/6
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Blessing of the Gods, Major Cure, Volcanic Storm, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Blessing of the Lady of Graves, Ice Strike, Mist Horn, Blessing of Abadar, Vampire Bat, Blessing of Osiris, Divine Blaze, Death's Touch, Helm of Electric Radiance
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).
on CTs turn: Recharge Blessing of Pharasma to examine Altar of Riddles
Altar of Riddles Card 1: Inevitable Trap - Trigger
When you examine this card, encounter it.
Ue Shaes gift for Wisdom since it looks like it wasn't used during CTs turn, recharge crystal ball for my power
Survival 10: 1d8 + 2 + 1d4 + 1 + 1d8 ⇒ (1) + 2 + (1) + 1 + (6) = 11
Inevitable Trap defeated
Altar of Riddles Card 2: Tarworks Master
Altar of Riddles Card 3: Blessing of the Elements
Altar of Riddles Card 4: Blessing of the Elements

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5C: Mnesoset’s Mindscape
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 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 4
Traits
Girtablilu
Poison
Trigger
Check
Combat
17
Powers
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Monster 3
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 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 3
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
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
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 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.
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 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
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
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.
Spell B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
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 B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
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
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
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 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.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item B
Traits
Object
Magic
Maat
Check
Constitution
Knowledge
Divine
5
Powers
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Item 2
Traits
Liquid
Alchemical
Mummy
Check
Intelligence
Craft
8
Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Item 3
Traits
Staff
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Item 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 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Ally 5
Traits
Elemental
Electricity
Check
Wisdom
Survival
11
Powers
Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.
Ally 5
Traits
Elemental
Check
Constitution
Fortitude
9
Powers
Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
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.
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
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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.
Turn: 2 Athnul/magi210
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: 28
Blessings Deck
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 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
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
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 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
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
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
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
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
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
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 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; if you are in an encounter, do so after the encounter.
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 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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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
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 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.
Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
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.
Barrier 2
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
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.
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.
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.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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
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.
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.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:4 Ba:2 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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
Located here: Haz
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.
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.
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 5
Traits
Trap
Divine
Magic
Trigger
Check
Wisdom
Divine
11
OR
Intelligence
Perception
13
Powers
When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 5
Traits
Magic
Divine
Attack
Electricity
Check
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
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.
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.
Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Shae
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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 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 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.
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
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.
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.
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.
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.
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.
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.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:2 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
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.
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.
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
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 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.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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:4 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
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.
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard 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.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
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.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
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.
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.

Mnesoset - Gimry |

Start at garden of Symmetry
What is this power I feel coursing through my veins?! This power. It feels. It feels so RIGHT!
Yes.. YES! This will do just fine. Teach me Sage Mnesoset.
"
Hand: Spellsword +2, Sawtooth Saber, Gallivance, Death's Touch, Staff of Heaven and Earth, Salvatore Scream, Gorum's Iron, Blessing of Kols,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Garden of Symmetry
Hero Points: 9
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-5B? N
Middle of Deck (Unknown Order): Abadar's Law, Chain Lightning, Frost Ray, Demonbane Longsword +2, Spellcharger Leather, Golembane Hammer +2, Wyrmsmite, Embiggen, The Rakshasa, Arcana Theft, Ruan Mirukova, Life Drain, Staff of Minor Healing
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
Proficiencies:
Light Armors, Heavy Armors, Weapons, Arcane
POWERS:
Your Knowledge skill is Intelligence: +3 or your current Knowledge skill. Your Perception skill is Wisdom: +3 or your current Perception skill.
At the start of your turn or when your location deck is shuffled, you may examine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
For your combat check, you may discard a card or recharge an item to use your Arcane or Divine skill + 2d8 and add the Attack, Bludgeoning, and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.

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Card upgrades: Burglar -> Pious Healer, Blessing of Gorum -> Blessing of Norborger
Start at Vault of Hidden Wisdom
Opening hand:
"
Hand: Heat Metal, Pious Healer, Evangelist, Riding Allosaurus, Desnas Freedom, Blessing of Norgorber,
Displayed:Deck: 14 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 3-5B: Y
Middle of Deck (Unknown Order): Wayfinder, Blessing of Lamashtu, Clockwork Librarian, Blessing of Milani, Amulet of Furious Fists, Blessing of Gorum 2, Quartermaster, Blessing of Lamashtu 2, The Owl, Riftwarden, Belt of Physical Prowess, Blessing of Lamashtu 3, Blood Periapt, Headband of Inspired Wisdom
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.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.
Turn 2: Blessing of the Ancients
Free Explore: Lightning Storm (displayed next to location)
Discard Riding Allosaurus to explore
Explore 2: Potion of Healing (Int 5)
Reveal Evalgelist to add 1
Int 5: 1d4 + 1 ⇒ (1) + 1 = 2 -> Discarded
Discard blessing of Norborger to explore
Explore 3: Icy Prison (Divine 12)
Use Shae's gift for Wisdom
Recharge Evangelist to add 1d6 to divine.
Divine 12: 1d10 + 4 + 1 + 1d4 + 1 + 1d6 ⇒ (4) + 4 + 1 + (3) + 1 + (1) = 14 -> Acquired
End turn, reset hand.
EoT: Examine next cards: 2d4 ⇒ (1, 4) = 5 (Blessing of the Ancients, Sightless Starvation (trigger), Toxic Geyser, Royal Naga, Ghawwa)
Reveal Desna's Freedom to evade triggered encounter on Sightless Starvation
"
Hand: Heat Metal, Pious Healer, Desnas Freedom, Icy Prison, Blessing of Milani, Quartermaster,
Displayed:Deck: 13 Discard: 2 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-5B: Y
Middle of Deck (Unknown Order): Riftwarden, Clockwork Librarian, Blessing of Lamashtu 3, Belt of Physical Prowess, Blessing of Lamashtu 2, Blessing of Lamashtu, Amulet of Furious Fists, Wayfinder, Blood Periapt, Blessing of Gorum 2, The Owl, Headband of Inspired Wisdom
Recharged: Evangelist,
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.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Mnesoset - Gimry |

========================
Mnesoset starts his turn.
Hour: Blessing of Maat
Location: Garden of Symmetry
Location Power:On your check, after the roll, recharge a card for each die that has an odd value.
Adventure Powers:
Scenario Powers:
Start of turn examine top and bottom.
Top - Blessing of Maat
Bottom - Elemental Mastery
Go ahead and move to Chiseks Tomb. Not great at the Maat
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Random Char (Turn Order Me-1): 1d6 ⇒ 4 -> Thargrap
Combat 18: 1d8 + 5 + 3d6 + 3 ⇒ (5) + 5 + (4, 4, 4) + 3 = 25
Combat(Arcane) - 1d8+5
Death's Touch - 3d6+3
Strength 5: 1d8 + 2 + 1d4 + 1 ⇒ (3) + 2 + (3) + 1 = 9
Strength - 1d8+2
Shae's Gift - 1d4+1
Henchman Monster 3
Traits
Outsider
Trigger
Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14
Powers
When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
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.
Combat 18: 1d8 + 5 + 1d8 + 2 + 1d4 + 1 ⇒ (4) + 5 + (4) + 2 + (1) + 1 = 17
Combat(Melee) - 1d8+5
Spellsword +2 - 1d8+2
Shae's Gift - 1d4+1
Paizo reroll the d4
Combat 18: 4 + 5 + 4 + 2 + 1d4 + 1 ⇒ 4 + 5 + 4 + 2 + (3) + 1 = 19
WPC - Draw Spell Good Omen
The visions the Sage provides alert me to the challenges ahead in the garden. Instead of trudging through we head to a nearby tomb. As we get there, however one of the Ghawwa jump us.
The Arcane energy flows effortlessly through the Sage, but for some reason the swords feel heavy in these hands.
"Mnesoset ends his turn.
Mnesoset attempts to recover all cards in his Recovery pile.
Death's Touch: Arcane 13: 1d8 + 5 ⇒ (8) + 5 = 13 -> Death's Touch recharged.
Mnesoset resets his hand."
"
Hand: Spellsword +2, Sawtooth Saber, Gallivance, Good Omen, Staff of Heaven and Earth, Salvatore Scream, Gorum's Iron, Blessing of Kols,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Garden of Symmetry
Hero Points: 9
Used: 0
NOTES:
Available Support:Good Omen - Add 6 to Close/Acquire checks
Other: Paizo Re-Roll Used for 3-5C? Y
Middle of Deck (Unknown Order): Chain Lightning, Wyrmsmite, Spellcharger Leather, Life Drain, Arcana Theft, Abadar's Law, Embiggen, Demonbane Longsword +2, Golembane Hammer +2, Staff of Minor Healing, The Rakshasa, Ruan Mirukova, Frost Ray
Recharged: Death's Touch,
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
Proficiencies:
Light Armors, Heavy Armors, Weapons, Arcane
POWERS:
Your Knowledge skill is Intelligence: +3 or your current Knowledge skill. Your Perception skill is Wisdom: +3 or your current Perception skill.
At the start of your turn or when your location deck is shuffled, you may examine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
For your combat check, you may discard a card or recharge an item to use your Arcane or Divine skill + 2d8 and add the Attack, Bludgeoning, and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
End of Turn Summary
Examined top and bottom of Garden of Symmetry
Moved to and closed Chiseks Tomb
Acquired Random Spell 1
Thargrap has to fight a Pairaka

MorkXII - Thargrap 1020 |

Henchman Monster 2
Traits
Trigger
Curse
Outsider
Check
Combat
13
OR
Divine
9
Powers
When you examine this card, shuffle the top card of the blessings deck into your location deck.
The Pairaka is immune to the Fire and Poison traits.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Wounding Spear-Axe
Combat 13: 1d10 + 6 + 1d8 + 1 ⇒ (10) + 6 + (1) + 1 = 18 Defeated.
Scourge: 1d8 + 1 ⇒ (2) + 1 = 3: Curse of Vulnerability

wkover - Arueshalae |

Hour: Blessing of the ancients.
Move to Guardian Vault, auto-block the 2 poison damage. Explore, encounter revealed crossbow.
Asking Selty for Good Omen.
Ranged 10: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17 - weapon 5 acquired
Recharge Sun Falcon to explore again, encounter revealed Thoth scroll.
Know 7: 1d12 + 1 ⇒ (3) + 1 = 4 - fail, item 1 banished
EOT, examine location cards per scenario effect.
# of cards examined?: 2d4 ⇒ (3, 1) = 4 - Ambush, Tar Tomb, Dune of Doom (spell 5), Ghawwa henchman
From Vault power, moved to a random location.
Moved to which location?: 1d9 ⇒ 5 - Garden of Ossumentals
Hand: Impervious Chain Shirt, Venomous Heavy Crossbow +2, Skoan-quah Boneslayer, The Paladin, Frost Longbow, Billy Bumbershoot (Marine), Runewell's Echo, Arueshalae's Gift,
Displayed: White War Paint,
Deck: 14 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
Selty's Good Omen used. Top 4 cards of Vault are Ambush, Tar Tomb, Dune of Doom (spell 5), Ghawwa henchman.

Mnesoset - Gimry |

"End of Shaes turn.
Mnesoset attempts to recover all cards in his Recovery pile.
Good Omen: Arcane 8: 1d8 + 5 ⇒ (6) + 5 = 11 -> Good Omen recharged.
"
Hand: Spellsword +2, Sawtooth Saber, Gallivance, Staff of Heaven and Earth, Salvatore Scream, Gorum's Iron, Blessing of Kols,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Chisisek's Tomb
Hero Points: 9
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-5C? Y
Middle of Deck (Unknown Order): The Rakshasa, Ruan Mirukova, Life Drain, Spellcharger Leather, Staff of Minor Healing, Embiggen, Abadar's Law, Wyrmsmite, Demonbane Longsword +2, Frost Ray, Golembane Hammer +2, Arcana Theft, Chain Lightning
Recharged: Death's Touch, Good Omen,
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
Proficiencies:
Light Armors, Heavy Armors, Weapons, Arcane
POWERS:
Your Knowledge skill is Intelligence: +3 or your current Knowledge skill. Your Perception skill is Wisdom: +3 or your current Perception skill.
At the start of your turn or when your location deck is shuffled, you may examine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
For your combat check, you may discard a card or recharge an item to use your Arcane or Divine skill + 2d8 and add the Attack, Bludgeoning, and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5C: Mnesoset’s Mindscape
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 5
Traits
Undead
Mummy
Check
Combat
22
Powers
The Kalanka is immune to the Cold, Mental, and Poison traits.
If your check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Monster 5
Traits
Elemental
Undead
Janni
Check
Combat
20
Powers
The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
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 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
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 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
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 3
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.
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 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
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
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 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.
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 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 5
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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 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.
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 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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Charisma
Diplomacy
9
Powers
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Armor 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
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.
Item 5
Traits
Liquid
Magic
Divine
Check
Craft
Wisdom
Divine
12
Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Item 3
Traits
Staff
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Item 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.
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 5
Traits
Accessory
Magic
Check
Strength
Melee
10
OR
Constitution
Fortitude
8
Powers
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.
Ally 5
Traits
Elemental
Electricity
Check
Wisdom
Survival
11
Powers
Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.
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
Half-Elf
Alchemist
Hireling
Check
Intelligence
Craft
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
Discard this card to explore your location.
Ally 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 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.
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.
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.
Turn: 5 Alahazra/Katlyn99
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: 25
Blessings 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.
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
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
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
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
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
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
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 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; if you are in an encounter, do so after the encounter.
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 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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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
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 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.
Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: CT, Shae,
Barrier 2
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
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.
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.
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.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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
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.
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.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:4 Ba:2 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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
Located here: Haz
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.
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.
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 5
Traits
Trap
Divine
Magic
Trigger
Check
Wisdom
Divine
11
OR
Intelligence
Perception
13
Powers
When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 5
Traits
Magic
Divine
Attack
Electricity
Check
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
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.
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.
Chisisek's Tomb
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: Seltoset
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:2 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
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.
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.
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
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 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.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Athnul
Notes: Lightning Storm displayed
Blessing of the Ancients, Sightless Starvation (trigger), Toxic Geyser, Royal Naga, Ghawwa
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 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.
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.
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.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of Pharasma
Start of Turn:
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.
Choose - Ally
Draw Tarworks Master
Reveal Tetisurah to shuffle Tarworks Master and Druid of the Flame into my deck and reset my hand
Draw - Helm of Eletric Radiance, Mist Horn, Blessing of osiris
Explore: Blessing of the Elements
Auto acquire Blessing of the Elements
Discard Blessing of the Elements to explore
Explore: Blessing of the Elements
Auto acquire Blessing of the Elements
Recharge Blessing of Osiris to examine Altar of Riddles
Altar of Riddles Card 4: Mace of Ruin
Altar of Riddles Card 5: Holy Word Trap - Trigger
When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
Apply Shaes gift to Charisma
Divine 11: 1d10 + 7 + 1d4 + 1 ⇒ (5) + 7 + (2) + 1 = 15
Holy Word Trap defeated
Altar of Riddles Card 6: Fiendish Sphinx - Trigger
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Grrrrrrrr
Draw - Crystal Ball, Blessing of the Spellbound, Blessing of the Gods, Blessing of Pharasma, Ice Strike, Divine Blaze, Druid of the Flame
Encounter: Warrior Dolls
Cast Divine BLaze
COmbat 20: 2d10 + 7 + 3d8 + 1d4 + 1 ⇒ (6, 10) + 7 + (4, 1, 1) + (4) + 1 = 34
Warrior Dolls defeated
Altar of Riddles Card 7: Ghawwa
Don't reorder
Recharge BoTG to examine Great Library of Tephu
Great Library of Tephu Card 1: Commander Abdallah
Great Library of Tephu Card 2: Blessing of Wadjet
Great Library of Tephu Card 3: Ice Storm
Great Library of Tephu Card 4: Curse of Teeth and Fleas - Trigger
When you examine this card, banish it.
Let someone reorder
Recharge Blessing of Pharasma to examine Garden of Ossumentals
Garden of Ossumentals Card 1: Ghawwa
Garden of Ossumentals Card 2: Shocking Scimitar +2
Garden of Ossumentals Card 3: Lightning Storm
Garden of Ossumentals Card 4: Bonecrusher Hunter - Trigger
When you examine this card, encounter it and increase its difficulty to defeat by 3.
Cast Ice Strike
Combat 17: 1d10 + 7 + 3d6 + 1d4 + 1 ⇒ (10) + 7 + (3, 6, 5) + (2) + 1 = 34
Bonecrusher Hunter defeated
Let someone reorder
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
Examine: 2d4 ⇒ (1, 1) = 2
Altar of Riddles Card 4: Mace of Ruin
Altar of Riddles Card 6: Fiendish Sphinx - Trigger
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Draw - Major Cure, Deaths Touch, Blessing of the Lady of Graves, Volcanic Storm, Blessing of Abadar, Vampire Bat, Blessing of the Spellbound
Encounter: Warrior Dolls
Cast Volcanic Storm
COmbat 20: 2d10 + 7 + 3d6 + 1d4 + 1 ⇒ (9, 1) + 7 + (1, 2, 4) + (2) + 1 = 27
Warrior Dolls defeated
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
use Athnuls Blessing of Milani to double bless
Wisdom 10: 3d8 ⇒ (4, 3, 3) = 10
Altar of Riddles closed
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Divine Blaze: Divine 14: 1d10 + 7 + 1d4 + 1 ⇒ (5) + 7 + (1) + 1 = 14 -> Divine Blaze recharged.
Ice Strike: Divine 14: 1d10 + 7 + 1d4 + 1 ⇒ (10) + 7 + (3) + 1 = 21 -> Ice Strike recharged.
Volcanic Storm: Divine 13: 1d10 + 7 + 1d4 + 1 ⇒ (5) + 7 + (2) + 1 = 15 -> Volcanic Storm recharged.
Alahazra resets her hand.
Discard Vampire Bat
"
Hand: Major Cure, Death's Touch, Blessing of the Lady of Graves, Blessing of Abadar, Blessing of the Spellbound 1, Tarworks Master, Tetisurah (loot),
Displayed:
Deck: 15 Discard: 2 Buried: 0
Current Location: Altar of Riddles
Hero Points: 6/6
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): 0
Recharged: Fire Snake, Embiggen, Helm of Electric Radiance, Blessing of the Elements 2, Mist Horn, Blessing of Osiris, Armor of the Sands, Blessing of the Gods, Blessing of Pharasma, Crystal Ball, Blessing of the Spellbound 2, Druid of the Flame, Divine Blaze, Ice Strike, Volcanic Storm,
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: Ra.
Banish Mythopoeic Sphinx to draw Spinx loot ally 1d2 ⇒ 1: Erayu
Move to Guardian Vault.
Discard Scarab Buckler and Erayu for Poison damage. Lose Curse of Vulnerablity.
Explore: Ambush
Auto fail.
Examine until I find a monster: Ghawwa
BA Character: 1d6 ⇒ 6: Haz encounters Pairaka.
Reveal Wounding Spear-Axe, bury Erayu for +d6, banish Erayu for +d4+4,Gift on Strength, -1/die from Ambush
Combat 18: 1d10 + 6 + 1d12 + 2 + 1d6 + 1d4 + 4 + 1d4 + 1 - 5 ⇒ (3) + 6 + (1) + 2 + (5) + (1) + 4 + (2) + 1 - 5 = 20 Success.
Strength 5: 1d10 + 6 + 1d4 + 1 - 2 ⇒ (4) + 6 + (4) + 1 - 2 = 13 Defeated, buried.
AA Combat damage: 1d6 ⇒ 2: everything.
Heal: Wounding Spear-Axe
Close:
Scourge: 1d8 + 1 ⇒ (1) + 1 = 2 Curse of Poisoning. Closed.
Move to 1d9 ⇒ 2: Garden of Symmetry.
Banish Ghawwa to move to 5PS.
End of turn Cold damage meets empty hand.
Examine top 2d4 ⇒ (4, 2) = 6 cards:
Ghawwa
The Evil Eye. Triggered. Scourge: 1d8 + 1 ⇒ (8) + 1 = 9: Curse of Blindness. Banished.
Draw up to 4.
Poisoned: 1d4 ⇒ 3 Recharge Gorum's Iron.
Skills and Powers:Hand: Bound Imp, The Beating, The TrumpetSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +1
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.
[X5] 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 [X5] 3
Blessing 5 [X3] 6 ☐ 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of Blindness, Curse of Poisoning
Deck: 14 Discard: 2 Buried: 0
Hero Points: 2 Shirt Reroll Available (3-X): Yes
Notes: d6s vs local banes available: 2Blood 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 5: The Sepulcher Soars Anew
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: 3-5C: Mnesoset’s Mindscape
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 5
Traits
Swarm
Vermin
Mental
Poison
Check
Combat
18
Powers
Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.
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 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings 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.
Barrier 2
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 5
Traits
Obstacle
Trap
Arcane
Magic
Acid
Check
Intelligence
Perception
Knowledge
13
OR
Disable
15
Powers
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
Barrier 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
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 5
Traits
Trap
Divine
Magic
Trigger
Check
Wisdom
Divine
11
OR
Intelligence
Perception
13
Powers
When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.
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
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 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 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.
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 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 3
Traits
Magic
Divine
Acid
Check
Wisdom
Divine
11
Powers
Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Traits
Magic
Divine
Attack
Electricity
Check
Wisdom
Divine
12
Powers
For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 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 2
Traits
Shield Offhand
Check
Constitution
Fortitude
Craft
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.
Armor 2
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
Light Armor
Magic
Check
Constitution
Fortitude
Charisma
Diplomacy
9
Powers
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Armor 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
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.
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item 3
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 4
Traits
Staff
Attack
Alchemical
Check
Strength
Melee
10
OR
Intelligence
Craft
12
Powers
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.
Item 5
Traits
Object
Magic
Mummy
Check
Intelligence
Wisdom
Survival
14
Powers
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.
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.
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 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 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
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.
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 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 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 7 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 23
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
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
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
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
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
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 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; if you are in an encounter, do so after the encounter.
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 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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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
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 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.
Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Guardian Vault
At This Location: If you move to this location you are dealt 2 Poison damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
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.
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.
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.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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
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.
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.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:3 Ba:2 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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: Haz
Chisisek's Tomb
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: Seltoset
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
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.
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
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 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.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Athnul, CT,
Notes: Lightning Storm displayed
Blessing of the Ancients, Sightless Starvation (trigger), Toxic Geyser, Royal Naga, Ghawwa
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 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.
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.
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.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

Alahazra - Katlyn99 |

Encounter: Pairaka
Divine 9: 1d10 + 7 ⇒ (3) + 7 = 10
After you act, suffer a scourge.
Scourge: 1d8 + 1 ⇒ (8) + 1 = 9 Curse of Blindness
Not actually all that bad....

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5C: Mnesoset’s Mindscape
STORY BANES:
DURING THIS SCENARIO:
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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 5
Traits
Construct
Check
Combat
21
Powers
The Graven Guardian of Set is immune to the Mental and Poison traits.
If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.
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 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
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
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 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 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
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
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
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
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.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 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 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
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.
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
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.
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 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Wisdom
Divine
12
Powers
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.
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 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.
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.
Item 3
Traits
Staff
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Item 5
Traits
Accessory
Magic
Check
Strength
Melee
10
OR
Constitution
Fortitude
8
Powers
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.
Item 2
Traits
Object
Magic
Maat
Trigger
Check
Constitution
Fortitude
Divine
8
Powers
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
Item B
Traits
Object
Magic
Maat
Check
Constitution
Knowledge
Divine
5
Powers
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
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 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Ally 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally 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
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.
Blessing 4
Traits
Divine
Anubis
Poison
Mummy
Check
Divine
8
OR
Charisma
Diplomacy
11
Powers
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 7 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 23
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
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
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
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
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
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 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; if you are in an encounter, do so after the encounter.
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 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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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
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 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.
Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Guardian Vault
At This Location: If you move to this location you are dealt 2 Poison damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M:3 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
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.
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.
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.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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
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.
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.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:3 Ba:2 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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: Haz
Chisisek's Tomb
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: Seltoset
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
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.
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
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 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.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Athnul, CT,
Notes: Lightning Storm displayed
Blessing of the Ancients, Sightless Starvation (trigger), Toxic Geyser, Royal Naga, Ghawwa
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 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.
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.
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.
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.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

Channa Ti - WilderRedbeard |

The hour of the Ancients
Lightning Storm roll: 1d4 ⇒ 4 Lightning Storm banished.
Move to Great Library of Tephu.
Explore:
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.
Combat 11: 1d10 + 5 + 1d6 + 5 + 2 ⇒ (4) + 5 + (3) + 5 + 2 = 19 acquired
Recharge Thylacine to explore:
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.
Divine 5: 1d10 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Recharge Vampire Squid to explore:
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.
Divine 11: 1d10 + 5 + 2 ⇒ (10) + 5 + 2 = 17 acquired
Discard Commander Abdallah to explore:
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.
Divine 9: 1d10 + 5 + 2 ⇒ (9) + 5 + 2 = 16 acquired
Discard Cleric of Nethys to examine the top 2 cards of the location, reorder then explore: Ubashki Swarm (TRIGGER - M1), Elemental Arachnid (M4).
Aspect of the Tiger gives CT Stealth for Ubashki Swarm trigger check.
Stealth 6: 1d8 + 3 + 1d4 + 1 ⇒ (8) + 3 + (3) + 1 = 15 success
Encounter:
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Combat 8: 1d10 + 5 + 1d6 + 5 + 2 ⇒ (3) + 5 + (3) + 5 + 2 = 18 defeated by >1
Combat 8: 1d10 + 5 + 1d6 + 5 + 2 ⇒ (7) + 5 + (5) + 5 + 2 = 24 defeated by >1
Discard BoWadjet to examine then explore:
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.
Aspect of the Hawk + Mask.
Combat 17: 1d10 + 5 + 1d6 + 5 + 2 ⇒ (3) + 5 + (3) + 5 + 2 = 18 defeated
End turn.
Examine top 2d4 cards: 2d4 ⇒ (2, 1) = 3
Eternal Captives (Ba 4), Whip of Centipedes (S4), Smite Abomination (S4).
One barrier examined so attempt to close location (reveal Mask). Display Shae's Gift for Intelligence.
Intelligence 6: 1d6 + 1 + 2 + 1d4 + 1 ⇒ (3) + 1 + 2 + (2) + 1 = 9 success
Great Library of Tephu closed. Draw a new spell from the box: Augury (S0).
Attempt recovery, revealing Mask:
Cloud Puff - Survival 5: 1d10 + 5 + 2 ⇒ (8) + 5 + 2 = 15 recharged
Aspect of the Hawk - Divine 7: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14 recharged
Reset hand.
Hand: Stone Axe +1, Ice Strike (c), Aspect of the Bull, Augury (acq), Mask of the Forgotten Pharaoh (loot), Ice Storm (acq),
Displayed: Aspect of the Tiger,
Deck: 16 Discard: 4 Buried: 1
Current Location: Great Library of Tephu
Unused Hero Points: 4
NOTES:
Other: Dice Re-Roll Used for 5C?: N
Middle of Deck (Unknown Order): Cauterize, Mastiff, Blessing of Ketephys, Blessing of Nivi Rhombodazzle, Pteranodon, Reed Moccasin, Mammoth Hide Armor, Angelstep
Recharged: Balmberry Bush, Pakesket (acq), Blessing of the Sages, Divine Blaze, Thylacine, Vampire Squid, Cloud Puff, Aspect of the Hawk,
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 ([X] 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.

![]() |

Off turn: Recharge Blessing of Milani
Turn 8: Blessing of Ancients
Free Explore: Toxic Geyser (Wisdom 15)
Play Heat Metal to add 2d6
Wisdom 15: 1d10 + 4 + 2d6 ⇒ (10) + 4 + (6, 4) = 24 -> Defeated.
Autosucceed at perception 7 check to explore again.
Explore 2: Evil Eye (Divine 16)
Recharge Desnas freedom to bless.
Divine 16: 1d10 + 5 + 1d10 ⇒ (10) + 5 + (6) = 21 -> Defeated
Autosuceed at perception check to explore again.
Explore 3: Blessing of Ancients (Divine 3)
Autosucceed
Recharge blessing of the ancients to explore.
Explore 4: Royal Naga (Combat 16, then comabt 16)
Naga requires playing Icy Prison for first check
Combat 16: 1d10 + 5 + 4d6 ⇒ (6) + 5 + (3, 3, 2, 6) = 25 -> Pass
Recharge Quartermaster to add wisdom.
Add mental and 1d8
Combat 16: 1d6 + 2 + 1d10 + 4 + 1d8 ⇒ (4) + 2 + (9) + 4 + (1) = 20 -> Defeated.
End turn.
Examine next: 2d4 ⇒ (1, 3) = 4 -> Rest of deck: Mistform, Ghawwa, Flaming Ranseur, Sightless Starvation (trigger)
Wisdom 12: 1d10 + 4 ⇒ (2) + 4 = 6 -> Fail, draw curse of the Ravenous
Use fort for second check
Fort 12: 1d10 + 3 ⇒ (10) + 3 = 13 -> Success.
Defeated.
Examined 1 barrier, attempt to close. (Ambush, perception 14)
Use Shaes gift for 1d4+1
Perception 14: 1d10 + 6 + 1d4 + 1 ⇒ (7) + 6 + (3) + 1 = 17 -> defeated, location closes. Recharge Blessing of Norgorber.
Curse of the Ravenous: 1d4 ⇒ 1 -> Bury Riding Allosaurus
Recover Icy Prison 14: 1d10 + 5 + 1d4 + 1 ⇒ (3) + 5 + (1) + 1 = 10 -> Discarded
Autosuceed at Heat metal recover.
"
Hand: Clockwork Librarian, Pious Healer, Blood Periapt, Amulet of Furious Fists, Blessing of Lamashtu, Wayfinder,
Displayed:Deck: 13 Discard: 2 Buried: 1
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-5C: N
Middle of Deck (Unknown Order): The Owl, Blessing of Lamashtu 3, Headband of Inspired Wisdom, Riftwarden, Belt of Physical Prowess, Blessing of Gorum 2, Blessing of Lamashtu 2
Recharged: Evangelist, Desnas Freedom, Quartermaster, Blessing of Norgorber, Blessing of Ancients, Heat Metal,
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.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Mnesoset - Gimry |

OFF-TURN ACTIONS:
End of Athnuls turn Discard Salvatore Scream to draw hourglass - Blessing of Nethys. Draw it. Hour is off by one.
========================
Mnesoset starts his turn.
Hour: Blessing of the Lady of Graves
Location: Chisisek's Tomb
Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
Adventure Powers:
Scenario Powers:
Move to Sculptors Lair
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.
Recharge Gallivance to succeed at a check against a spell
Banish Detect Undead to examine top of location - Clawhand Sheild.
Not undead
Discard Kols to explore again
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.
Melee 8: 1d8 + 5 ⇒ (4) + 5 = 9
Melee - 1d8+5
EoT Examine: 2d4 ⇒ (2, 4) = 6
Terhk Fourwinds - Ally 0
Iceblade Spelldagger - Weapon 5
Dark Stalker - Monster 2
Ghawwa - Henchman
Sun Falcon - Monster 1
Collapsing Sphinx - Barrier 4
Recharge Clawhand Shield to ignore examine power - Mnesoset power
Examined 1 barrier so attempt to close.
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.
Combat 20(10+10): 1d8 + 5 + 1d8 + 2 + 1d6 + 1d8 + 1d4 + 1 ⇒ (1) + 5 + (3) + 2 + (2) + (1) + (3) + 1 = 18
Combat(Melee) - 1d8+5
Spellsword +2 - 1d8+2
Discard - 1d6
Blessed - 1d8
Shae's Gift - 1d4+1
Recharge Gorums Iron to bless
Hero Point
Combat 20(10+10): 1d8 + 5 + 1d8 + 2 + 1d6 + 1d8 + 1d4 + 1 ⇒ (3) + 5 + (4) + 2 + (5) + (1) + (4) + 1 = 25
WPC - Draw Random Undead/Elemental Ally - Ausetitha
Drew Staff of Minor Healing, so use it on Shae's turn
Mnesoset is healed for 1: (Salvatore Scream). Deck shuffled.
"
Hand: Wyrmsmite, Sawtooth Saber, Good Omen, Staff of Heaven and Earth, Blessing of Nethys, Abadar's Law,
Displayed: Ausetitha,
Deck: 16 Discard: 2 Buried: 0
Current Location: Sculptors' Lair
Hero Points: 8
Used: 1
NOTES:
Other: Paizo Re-Roll Used for 3-5C? Y
Middle of Deck (Unknown Order): Chain Lightning, Clawhand Shield, The Rakshasa, Staff of Minor Healing, Demonbane Longsword +2, Life Drain, Ruan Mirukova, Golembane Hammer +2, Embiggen, Death's Touch, Frost Ray, Gallivance, Arcana Theft, Spellcharger Leather, Salvatore Scream, Gorum's Iron
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
Proficiencies:
Light Armors, Heavy Armors, Weapons, Arcane
POWERS:
Your Knowledge skill is Intelligence: +3 or your current Knowledge skill. Your Perception skill is Wisdom: +3 or your current Perception skill.
At the start of your turn or when your location deck is shuffled, you may examine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
For your combat check, you may discard a card or recharge an item to use your Arcane or Divine skill + 2d8 and add the Attack, Bludgeoning, and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
End of Turn Summary
Closed Sculptors Lair
Acquired Card 1 and 2 of the Lair, but banished card 1
Acquired Random Ally 1
Used 1 Hero Point
Acquired Nethys from Hourglass, so Hour is off by one

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5C: Mnesoset’s Mindscape
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Monster 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 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 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Monster 4
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 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 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 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
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 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.
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 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 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 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 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.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
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 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat checks against monsters that share a trait with the monster on this card other than Basic, Elite, and Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.
Spell 5
Traits
Magic
Arcane
Check
Intelligence
Arcane
13
Powers
Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
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 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 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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Light Armor
Alchemical
Check
Constitution
Fortitude
Charisma
Diplomacy
12
Powers
Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item 2
Traits
Liquid
Alchemical
Mummy
Check
Intelligence
Craft
8
Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
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 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 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.
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 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 4
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
12
Powers
Discard this card to add 2d6 and the Magic trait to a combat check at your location.
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
You may discard a card from the blessing deck to recharge this card instead of discarding it.
Ally 3
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Ally 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.
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 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 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
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.
Turn: 10 Arueshalae/wkover
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: 19
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 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 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 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 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; if you are in an encounter, do so after the encounter.
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 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 B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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
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
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
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 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.
Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:3 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Guardian Vault
At This Location: If you move to this location you are dealt 2 Poison damage.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Sculptors Lair
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: Seltoset
Garden of Ossumentals
At This Location:
When Closing:
When Permanently Closed:
M:3 Ba:2 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Closed
Located here: Shae,
Henchman Monster 5
Traits
Outsider
Aquatic
Check
Combat
18
THEN
Strength
Constitution
Fortitude
Divine
5
Powers
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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: Haz
Chisisek's Tomb
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
Great Library of Tephu
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,
Vault of Hidden Wisdom
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:

Alahazra - Katlyn99 |

On Shaes turn -
Recharge Blessing of the Spellbound to examine Garden of Symmetry.
Garden of Symmetry Card 1 - Blessing of Maat
Garden of Symmetry Card 2: Commune
Garden of Symmetry Card 3: Sky Pharaoh's Curse - Trigger
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location.
Display Sky Pharaoh's Curse next to my deck.
Garden of Symmetry Card 4: Ghawwa
Let Shae reorder

wkover - Arueshalae |

Hour: Ancients. Reorder Garden as Ghawwa, Commune, Maat.
Move to Garden, encounter revealed Ghawwa.
Asking for party blessing.
Combat 18 w/ heavy crossbow: 1d8 + 1d10 + 8 + 1d8 ⇒ (8) + (1) + 8 + (2) = 19 - one odd result, recharge armor
Con 5 w/ my Echo: 1d6 + 1d12 ⇒ (5) + (12) = 17 - odd result, recharge frost longbow
Ghawwa defeated. Recharge both my allies to close the Garden. WPC roll is optional, so I'll skip it.
Hand: The Cyclone, Venomous Heavy Crossbow +2, The Uprising, The Paladin, The Dance, The Vision, Lady Despair, Arueshalae's Gift,
Displayed: White War Paint,
Deck: 13 Discard: 1 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
Garden of Symmetry is closed. Party blessing used.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of the Elements
Curse of Blindness - While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
Discard Blessing of Abadar
Start of Turn:
Reveal Tetisurah to shuffle Major Cure and Tarworks Master into my deck and reset my hand
Draw - Fire Snake, Blessing of the Elements, Divine BLaze, Ice Strike
Move: Garden of Ossumentals
Explore: Ghawwa
Before you act, a random character summons and encounters the henchman Pairaka.
Random char based on turn order, shae is 1: 1d6 ⇒ 5
Athnul gets it
Cast Death's Touch to blow up the Ghawwa, use Shaes gift for Cha
Combat 18: 1d10 + 7 + 3d6 + 3 + 1d4 + 1 ⇒ (3) + 7 + (2, 5, 5) + 3 + (2) + 1 = 28
Auto succeed the Divine check
Ghawwa defeated
To Close: Succeed at a Wisdom or Divine 9 check.
Auto succeed the Divine check
On closing, you are dealt 1 Cold damage.
Discard Fire Snake
Garden of Ossumentals is closed
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Death's Touch: Divine 15: 1d10 + 7 + 1d4 + 1 ⇒ (10) + 7 + (1) + 1 = 19 -> Death's Touch recharged.
Alahazra resets her hand.
"
Hand: Armor of the Sands, Tetisurah (loot), Blessing of the Lady of Graves, Blessing of the Spellbound 2, Blessing of the Elements 2, Divine Blaze, Ice Strike,
Displayed:
Deck: 13 Discard: 4 Buried: 0
Current Location: Garden of Ossumentals
Hero Points: 6/6
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Movement: Curse of Blindness - While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. Sky Pharaoh's Curse - While displayed, damage dealt to you is dealt to each character at your location.
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, Tarworks Master, Embiggen, Helm of Electric Radiance, Crystal Ball, Blessing of the Spellbound 1, Major Cure, Blessing of Osiris, Druid of the Flame, Blessing of the Gods, Blessing of Pharasma, Mist Horn
Recharged: Death's Touch,
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 |

On Shae's turn:
Banish Bound Imp to draw: Elemental Treaty, Blessing of the Ancients.
Gift on the Recovery check
Arcane 8: 1d8 + 3 + 1d4 + 1 ⇒ (6) + 3 + (3) + 1 = 13 Recharged.
Hour: Ancients.
Blindness: discard another hour: Wadget.
Banish Elemental Treaty to draw: Asmodeus’s Tyranny
Banish Asmodeus’s Tyranny to draw: Hellknight of the Nail
Banish Blessing of the Ancients to draw: The Avalanche
Banish The Avalanche to draw: Magic Spiked Full Plate
Banish The Trumpet to draw: Enervation
Banish Enervation to draw: Dragonbane Greatsword Finally!
Explore: Ghawwa
Random char: 1d6 ⇒ 2: CT summons and encounters Pairaka
Reveal Dragonbane Greatsword, bury The Big Sky for +d6, banish The Big Sky for +d4+1
Combat 18: 1d10 + 6 + 1d12 + 2 + 1d6 + 1d4 + 1 ⇒ (10) + 6 + (3) + 2 + (6) + (1) + 1 = 29 Success.
Bury Scarab Buckler for +d6
Fort 5: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9 Defeated, buried.
AA damage: 1d6 ⇒ 2 Display and draw Magic Spiked Full Plate to reduce to 0.
Close: Kor-Ahn-Tuk
Gift on Dex, banish Scarab Buckler for +d6, Haz plays a blessing.
BA Dex 9: 1d6 + 1d4 + 1 + 1d6 + 1d6 ⇒ (2) + (1) + 1 + (2) + (5) = 11 Success.
Reveal Dragonbane Greatsword, banish Ghawwa for +d4+5, bury The Beating for +d10
Combat 23: 1d10 + 6 + 1d12 + 2 + 1d4 + 5 + 1d10 ⇒ (1) + 6 + (7) + 2 + (2) + 5 + (1) = 24 Defeated, buried.
AA damage: 1d6 ⇒ 4 Who cares.
We win!

MorkXII - Thargrap 1020 |

DEVELOPMENT:
Thanks to the wise whispers echoing in your mind throughout the battle, your spells struck the divs squarely and your blades sliced through their flesh with ease. With Mnesoset as a guide, the beasts faded, and once again you find yourself staring at the underground door, wholly outside the strange mindscape.
Mnesoset might be gone, but the tunnel and locked hatch are still very much there. Before you can wonder what’s gone wrong, the runes covering the door begin to glow and change shape. With nary a screech, the door swings open.
It’s time to find out what waits on the other side.
SCENARIO REWARD:
Loot Item 5
Traits
Object
Magic
Divine
Attack
Check
None
Powers
For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Undead or Poison trait, add an additional 1d6.
Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
ACQUIRED CARDS:
Weapon 5 Venomous Heavy Crossbow +2
Spell 5 Icy Prison
Spell 4 Ice Storm
Spell 1 Detect Undead
Spell B Augury
Spell B Good Omen
Armor 3 Clawhand Shield
Item C Burglar's Bracers
Ally 5 Pakesket
Ally 4 Ausetitha
Ally 3 Commander Abdallah
Ally 2 Cleric of Nethys
Ally B Tarworks Master
Blessing B Blessing of Nethys
Blessing B Blessing of the Ancients
Blessing B Blessing of the Elements
Blessing B Blessing of the Elements
Blessing B Blessing of Wadjet

MorkXII - Thargrap 1020 |

3-5D: In Chaos, One Shall Reign
You didn’t exactly expect fireworks upon passing into the sky pyramid’s magically locked inner vault, but if you had, you’d have been sorely mistaken. Instead, it’s been nothing but miles of dark, dank passages, punctuated occasionally with collapsed ceilings that almost take your legs out from under you. As you snake through the ruins’ bowels, you detect no signs of any divs or usij cultists—or even the rogue Aspis agents, for that matter.
Still, you forge ahead. The gleaming spinel sage jewel reassures your course, even if an underlying twinge of malevolence makes all of you a little uneasy.
Up ahead, a pinpoint of fiery light grows into an obvious exit, and the tunnel suddenly widens into a cavernous, sconce-lit hall.
The place is breathtaking.
Built into the floor’s massive flags are four tiered kiosks, each with steps as large as a giant’s chair. Atop three of the kiosks are large, fiery runes lit up like stars in the night sky. In the middle of the entire array is a massive pit at least 60 feet deep, with sides steep enough that only the most gifted spelunker could get down safely.
You’d spend more time gawking at the place’s scale were it not for the chaos unfolding before you.
Scrambling up the fourth kiosk—the only one without a lit rune—are two distinct groups. The first is a group of robed figures you recognize as usij cultists, and the second is the Aspis leader Ridaiya Merai and several of her agents. Amid all the shoving and swearing, you gather that they’re fighting to activate the rune atop the final kiosk.
Until they spot you. The cultists just snarl, but Merai begins to laugh hysterically.
“Pathfinders! Fools!” the Aspis leader shouts, shoving a cultist’s face away from her own. “I suppose you want in on the fun, but you’ll never get to the top first!”
LOCATIONS:
Group 1:
1 Dilapidated Plaza
1 Towering Obelisk
3 Glass Pavillion
5 Scorched Obelisk
Group 2:
1 Quarry
2 Sulfur Pits
4 Elemental Trenches
6 Garden of Ossumentals
STORY BANES:
Group 1:
Group 2:
DURING THIS SCENARIO:

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 5: The Sepulcher Soars Anew
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: 3-5D: In Chaos, One Shall Reign
LOCATIONS:
Group 1:
1 Dilapidated Plaza
1 Towering Obelisk
3 Glass Pavillion
5 Scorched Obelisk
Group 2:
1 Quarry
2 Sulfur Pits
4 Elemental Trenches
6 Garden of Ossumentals
STORY BANES:
Group 1:
Group 2:
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 5
Traits
Swarm
Vermin
Mental
Poison
Check
Combat
18
Powers
Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.
Monster 5
Traits
Undead
Mummy
Check
Combat
21
Powers
The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
If the check to defeat has the Cold or Electricity trait, add 1d8.
If undefeated, after you act, bury your discard pile and shuffle this card into a random open 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
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.
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 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 5
Traits
Obstacle
Magic
Acid
Fire
Check
Strength
Dexterity
14
OR
Intelligence
Disable
13
Powers
If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Arcane
15
OR
Divine
14
Powers
When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.
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.
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
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
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 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
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.
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 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Spell 4
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 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
Heavy Armor Magic
Check
Constitution
Fortitude
Divine
10
Powers
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Armor 3
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
OR
Melee
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.
Armor 5
Traits
Light Armor
Alchemical
Check
Constitution
Fortitude
Charisma
Diplomacy
12
Powers
Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.
Item 4
Traits
Object
Alchemical
Check
Intelligence
Craft
9
Powers
Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
Item C
Traits
Object
Magic
Abadar
Check
Disable
Perception
Arcane
Divine
10
Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Item 5
Traits
Staff
Attack
Arcane
Magic
Check
Intellgence
Arcane
14
Powers
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.
Item B
Traits
Liquid
Magic
Check
Intelligence
Wisdom
4
Powers
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
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 5
Traits
Human
Wizard
Check
Intelligence
Arcane
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
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 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 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.
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
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 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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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.
Turn: 1 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Maat
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Remaining: 29
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing 4
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 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 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
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
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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
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
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.
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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
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 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
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
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 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 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.
Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
Notes: Group 1
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.
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 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.
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.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat 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.
Henchman Monster 5
Traits
Human
Rogue
Aspis
Check
Combat
22
OR
Stealth
Perception
Diplomacy
13
Powers
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
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.
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.
Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Notes: Group 1
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.
Ally 4
Traits
Aberration
Naga
Check
Charisma
Diplomacy
11
OR
Combat
15
Powers
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
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 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.
Monster 5
Traits
Construct
Check
Combat
21
Powers
The Graven Guardian of Set is immune to the Mental and Poison traits.
If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.
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.
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.
Henchman Monster 5
Traits
Human
Rogue
Aspis
Check
Combat
22
OR
Stealth
Perception
Diplomacy
13
Powers
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
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
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:1
Notes: Group 1
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.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat checks against monsters that share a trait with the monster on this card other than Basic, Elite, and Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
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.
Henchman Monster 5
Traits
Human
Rogue
Aspis
Check
Combat
22
OR
Stealth
Perception
Diplomacy
13
Powers
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
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.
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.
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.
Monster 5
Traits
Undead
Mummy
Check
Combat
22
Powers
The Kalanka is immune to the Cold, Mental, and Poison traits.
If your check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
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.
Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Notes: Group 1
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 3
Traits
Undead
Sphinx
Mummy
Check
Combat
17
Powers
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.
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.
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.
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.
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.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
Monster 5
Traits
Ooze
Electricity
Fire
Check
Combat
20
Powers
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
Before you act, succeed at a Strength 13 check or discard a weapon.
Damage dealt by the Plasma Ooze is dealt to each character at this 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.
Henchman Monster 5
Traits
Human
Rogue
Aspis
Check
Combat
22
OR
Stealth
Perception
Diplomacy
13
Powers
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
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 ?:1
Notes: Group 2
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.
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.
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.
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 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.
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.
Henchman Monster 5
Traits
Construct
Check
Combat
21
Powers
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
1. Weapons
2. Spells
3. Armors
4. Items
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:1 ?:1
Notes: Group 2
Henchman Monster 5
Traits
Construct
Check
Combat
21
Powers
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
1. Weapons
2. Spells
3. Armors
4. Items
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 5
Traits
Shield
Finesse
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.
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.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
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.
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.
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.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
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.
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.
Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Notes: Group 2
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.
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.
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.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
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.
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.
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.
Barrier 1
Traits
Trap
Cold
Arcane
Trigger
Veteran
Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8
Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
Henchman Monster 5
Traits
Undead
Swarm
Check
Combat
20
Powers
The Ossumental Swarm immune to the Mental and Poison traits.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.
Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract any 1 die from your check that has the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M:4 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Group 2
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.
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.
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.
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.
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.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Craft
Divine
12
Powers
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Henchman Monster 5
Traits
Construct
Check
Combat
21
Powers
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d4. During this encounter, characters may not play cards of this type:
1. Weapons
2. Spells
3. Armors
4. Items
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.

MorkXII - Thargrap 1020 |

Hadden Hoppert:
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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 5
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
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 5
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

MorkXII - Thargrap 1020 |

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 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

Channa Ti - WilderRedbeard |

Swap in Moose for Reed Moccasin.
Visit Hadden Hoppert and Sunburst.
Swap out Aspect of the Tiger for Icy Prison or Dune of Doom (if another character is interested I would take either.
Swap out Cauterize for Elemental Treaty.
Start at Sulfur Pits (Group 2)
Draw legal starting hand then recharge Angelstep.
Hand: Stone Axe +1, Aspect of the Bull, Mastiff, Blessing of the Sages, Blessing of Ketephys, Mask of the Forgotten Pharaoh (loot),
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Sulfur Pits
Unused Hero Points: 4
NOTES:
Other: Dice Re-Roll Used for 5D?: N
Middle of Deck (Unknown Order): Elemental Treaty (tr), Thylacine, Blessing of Nivi Rhombodazzle, Vampire Squid, Pteranodon, Aspect of the Hawk, Reed Moccasin, Charm Animal, Ice Strike (c), Mammoth Hide Armor, Divine Blaze, Cloud Puff, Icy Prison (tr), Balmberry Bush
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 ([X] 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 |

No trades. Take Sun Falcon loot. Also start @ Sulfur Pits.
Hand: The Dance, Old Deadeye, Sun Falcon Pectoral, Deathbane Throwing Axe, Swallowtail Bracers, The Uprising, Skoan-quah Boneslayer, Arueshalae's Gift,
Displayed:
Deck: 14 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