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Discard Find Traps for fire damage.
At the start of Haz's turn, discard Desna's Freedom to move to Obelisk.
Move: 1d6 ⇒ 6 -> Success
Discard Pious Healer to heal: 1d4 + 2 ⇒ (4) + 2 = 6 -> entire discard is shuffled back in.

MorkXII - Thargrap 1020 |

Discard Speed Battleaxe for Fire damage.
Curse of the Mummy.
Skills and Powers:Hand: Thundering Earthbreaker, Staff of Minor Healing, Asmodeus’s Tyranny, The Avalanche, The BeatingSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of the Mummy
Deck: 9 Discard: 4 Buried: 0
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available:Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
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.The Beating:The Beating
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Melee
4+#Powers
WHEN THIS IS THE HOUR: When you encounter a monster from a location, before acting, another local character summons and encounters it.On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Monster 4
Traits
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
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 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 4
Traits
Obstacle
Sphinx
Trigger
Check
Dexterity
Stealth
Perception
Wisdom
12
Powers
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Weapon 4
Traits
Mace
Melee
Bludgeoning
Acid
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Weapon 5
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
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
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.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Spell B
Traits
Magic
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
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.
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 6
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
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.
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
8
Powers
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to add a die to your Constitution or Fortitude non-combat check.
Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 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 1
Traits
Liquid
Cold
Poison
Alchemical
Check
Intelligence
Craft
Knowledge
7
Powers
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Item 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.
Ally 2
Traits
Human
Shopkeeper
Check
Fortitude
Charisma
Diplomacy
8
Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.
Ally B
Traits
Human
Bard
Aspis
Check
Charisma
Diplomacy
8
Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 2
Traits
Human
Cleric
Check
Charisma
Diplomacy
10
Powers
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Ally B
Traits
Dwarf
Aristocrat
Hireling
Check
Charisma
Diplomacy
7
Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Blessing 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.
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card 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.
Turn: 10 Alahazra/Katlyn99
Top of Blessing Discard Pile: Blessing of Abadar
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 20
Blessings Deck
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 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Haz, CT, Selty,
Notes: Earth Ossumental
Elemental Treaty displayed
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 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.
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Shae, Thargrap,
Notes:
Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Athnul,
Henchman Monster 6
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
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.
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.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
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.
Monster 6
Traits
Undead
Check
Combat
20
Powers
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
Weapon 6
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M:2 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Henchman Monster 6
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 2
Traits
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 C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 5
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 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.
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.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
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.
Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Barrier 3
Traits
Trigger
Cache
Curse
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Barrier 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Undead
Check
Combat
20
Powers
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
Item 5
Traits
Liquid
Poison
Check
Intelligence
Craft
11
Powers
Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.
Monster 5
Traits
Construct
Check
Combat
20
Powers
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3
3. Evade the Hanshepsu.
4. Bury the top card of your deck.
Item 2
Traits
Accessory
Magic
Mummy
Check
Wisdom
Divine
7
Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
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.
Ally 6
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Monster 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play 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.
Item 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Barrier 6
Traits
Curse
Lock
Acid
Check
Intelligence
Perception
Dexterity
Disable
15
Powers
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
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.
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.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Alahazra - Katlyn99 |

OFF-TURN ACTIONS:
Receive Sirocco back then discard to remove curse of the mummy from selty
On shaes turn, do some scouting
recharge BotG to examine Forgery of Ra
Forgery of Ra Card 1: Mockery of Ra (closing henchman)
Forgery of Ra Card 2: Dredge
Forgery of Ra Card 3: Caravan Raider
Forgery of Ra Card 4: Bonecrusher Chieftain - Trigger
When you examine this card, encounter it and increase its difficulty to defeat by 3.
Encounter: Bonecrusher Chieftan
cast divine blaze
Combat 12+3+6=21: 1d10 + 7 + 3d8 ⇒ (6) + 7 + (5, 4, 4) = 26
Let someone reorder if they want
Use shaes gift for Cha for my recovery
Alahazra attempts to recover all cards in her Recovery pile.
Divine Blaze: Divine 14: 1d10 + 7 + 1d4 + 2 ⇒ (3) + 7 + (3) + 2 = 15 -> Divine Blaze recharged.
Hourglass Discard: Blessing of Abadar
Start of Turn:
Reveal Tetisurah to shuffle Blessing of Abadar into my deck and reset my hand
Hand: Volcanic Storm, Embiggen, Armor of the Sands, Blessing of Osiris, Blessing of the All-Seeing Eye, Vampire Bat, Tetisurah (loot), Crystal Ball,
Move:
Cast EmbiggenStrength 6: 1d10 ⇒ 9
Success! Haz moves to Scorched Obelisk
Recharge Vampire Bat to examine top card of Scorched Obelisk. Yay its a monster! Heal 1. Discard Blessing of Osiris to add a d4 to the heal
Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Alahazra has all cards in her discard pile healed: (Death's Touch, Breath of Life, Sirocco, Blessing of Osiris). Deck shuffled.
Unfortunately all ive got is a fire spell and the henchman is immune to fire so i guess thats the end of my turn....
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Embiggen: Divine 10: 1d12 + 7 ⇒ (3) + 7 = 10 -> Embiggen recharged .
Alahazra resets her hand.
"
Hand: Volcanic Storm, Fire Snake, Armor of the Sands, Blessing of the Gods, Blessing of the All-Seeing Eye, Sand Elemental, Tetisurah (loot), Crystal Ball,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Scorched Obelisk
Hero Points: 4/5
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Death's Touch, Blessing of Osiris, Divine Blaze, Blessing of the Lady of Graves, Foresight (trader), Blessing of Pharasma, Vampire Bat, Blessing of the Spellbound 1, Breath of Life, Mist Horn, Sand Elemental (acquired), Sirocco, Blessing of Abadar
Recharged: Embiggen,
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 Bonecrusher Chieftain from Haz.
Move to Scorched Obelisk
Str 6: 1d10 + 4 ⇒ (2) + 4 = 6
Explore: Mockery of Ra
Reload Blood God Nulgreth to ignore BA power
Reveal Thundering Earthbreaker, bury Giant Form for +d6
Combat 22/26: 1d10 + 6 + 1d12 + 2 + 1d6 ⇒ (8) + 6 + (1) + 2 + (6) = 23 Defeated, buried.
Close:
Gift on Con, recharge Asmodeus’s Tyranny
Fort 9: 1d8 + 2 + 1d4 + 2 + 1d8 ⇒ (3) + 2 + (2) + 2 + (1) = 10 Closed.
Discard (bury) The Beating for closing Electricity damage.
Draw up to 5.
Display Nulgreth.
Recharge Staff of Minor Healing to heal: Speed Battleaxe
Banish The Beating to move to Forgery of Ra.
Skills and Powers:Hand: Thundering Earthbreaker, Elemental Treaty, The AvalancheSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of the Mummy
Deck: 11 Discard: 2 Buried: 3
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available:Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Elemental Treaty:Elemental Treaty
Spell BTraits
Magic
Arcane
Divine
BasicPowers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 6
Traits
Outsider
Fire
Check
Combat
24
Powers
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at this location is dealt 1d4 Fire damage.
If undefeated, draw the scourge Curse of the Mummy from the box.
Monster 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character 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 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.
Barrier 6
Traits
Trap
Obstacle
Magic
Check
Intelligence
Perception
Arcane
Disable
18
Powers
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
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
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.
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 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 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 6
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
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.
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.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
On any check, after the roll, discard this card to add or subtract 3 from the result.
After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 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.
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 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
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 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
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 6
Traits
Object
Magic
Khepri
Check
Wisdom
Survival
10
Powers
Reveal this card to add a die to your checks against a card that has the Animal trait.
Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
Bury this card to add 1d8 and the Poison trait to your combat check.
Item 4
Traits
Accessory
Attack
Fire
Magic
Check
Intelligence
Arcane
9
Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Item 3
Traits
Accessory
Alchemical
Acid
Check
Dexterity
Intelligence
Craft
8
Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
Item 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 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
Ally 4
Traits
Sphinx
Maftet
Check
Charisma
Diplomacy
11
Powers
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
Ally 2
Traits
Caligni
Oracle
Trigger
Check
Perception
Charisma
Diplomacy
11
Powers
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.
Ally 1
Traits
Human
Cleric
Trigger
Check
Charisma
Diplomacy
Divine
9
Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Ally B
Traits
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 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.
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 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card 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 C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 12 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: 18
Blessings Deck
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: CT, Selty,
Notes: Earth Ossumental
Elemental Treaty displayed
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 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.
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Shae,
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul, Haz,
Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M:1 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Thargrap,
Henchman Monster 6
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
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.
Barrier C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 5
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 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.
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.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
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.
Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Barrier 3
Traits
Trigger
Cache
Curse
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Barrier 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Undead
Check
Combat
20
Powers
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
Item 5
Traits
Liquid
Poison
Check
Intelligence
Craft
11
Powers
Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.
Monster 5
Traits
Construct
Check
Combat
20
Powers
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3
3. Evade the Hanshepsu.
4. Bury the top card of your deck.
Item 2
Traits
Accessory
Magic
Mummy
Check
Wisdom
Divine
7
Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
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.
Ally 6
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Monster 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play 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.
Item 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Barrier 6
Traits
Curse
Lock
Acid
Check
Intelligence
Perception
Dexterity
Disable
15
Powers
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
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.
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.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Channa Ti - WilderRedbeard |

Off turn: Receive Elemental Mastery from Athnul.
Display Elemental Treaty at Sulfur Pits during Selty's turn.
Start of turn: The hour of Maat
Recharge Moose to attempt to move to Forgery of Ra. Moose adds 1d10 to check.
Strength 6: 1d4 + 1d10 ⇒ (4) + (3) = 7 success
Explore:
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Dexterity 12: 1d8 + 1 + 1d4 + 2 + 1d6 ⇒ (8) + 1 + (1) + 2 + (5) = 17 success
Discard Ice Strike into Thargrap's discards (feel free to banish). Send Elemental Mastery to recovery to add 1d10.
Combat 22: 1d10 + 5 + 3d6 + 1d10 ⇒ (2) + 5 + (6, 1, 1) + (6) = 21 Hero Point re-roll
Combat 22: 1d10 + 5 + 3d6 + 1d10 ⇒ (2) + 5 + (3, 1, 5) + (5) = 21 Paizo re-roll the 1st d10
Combat 22: 1d10 + 5 + 3 + 1 + 5 + 5 ⇒ (10) + 5 + 3 + 1 + 5 + 5 = 29 defeated
WC Fire damage: 1d6 ⇒ 1 Recharge Eruption to reduce to 0.
Forgery of Ra closed. No buried armors to draw.
End turn. Attempt recovery:
Elemental Mastery - Arcane 13: 1d10 + 5 ⇒ (7) + 5 = 12 discarded
Reset hand & end turn.
Hand: Aspect of the Hawk, Aspect of the Tiger, Cloud Puff, Pteranodon, Vampire Squid, Blessing of the Sages,
Displayed: Elemental Treaty (tr),
Deck: 13 Discard: 1 Buried: 0
Current Location: Forgery of Ra
Unused Hero Points: 6
NOTES:
Available Support: Cloud Puff & Blessing available. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check.
Other: Dice Re-Roll Used for 6B?: Y
Middle of Deck (Unknown Order): Aspect of the Bull, Mastiff, Velociraptor, Mammoth Hide Armor, Breath of Life
Recharged: Blessing of Ketephys, Blessing of Nivi Rhombodazzle, Divine Blaze, Stone Axe +1, Mask of the Forgotten Pharaoh (loot), Balmberry Bush, Moose, Eruption,
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 (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.

![]() |

Turn 13: Blessing of Ptah
Move: Hall of the Crocodile Kings
Move: 1d6 ⇒ 3 -> Discard Shotel to move.
Free Explore: Grave Goods (Disable (fort) 10)
Use fortitude.
use Shae's blessing for 1d4+2
Fort 10: 1d10 + 2 + 1d4 + 2 ⇒ (6) + 2 + (1) + 2 = 11 -> Success.
Draw a blessing from he box. (Blessing of Horus)
Discard Riftwarden to explore.
Explore 2: Hungry Fog (Perception 10)
Reveal Headband to add 2.
Perception 10: 1d10 + 8 ⇒ (3) + 8 = 11 -> Success.
End turn, reset hand.
"
Hand: Blessing of Lamashtu 3, Blood Periapt, Blessing of Horus, Blessing of Lamashtu 2, Desnas Freedom, Headband of Inspired Wisdom,
Displayed: Curse of the Mummy,Deck: 15 Discard: 3 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-6B: N
Middle of Deck (Unknown Order): The Owl, Blessing of Ra, Blessing of Lamashtu, Find Traps, Belt of Physical Prowess, Blessing of Gorum 2, Amulet of Furious Fists, Imp, Blessing of Milani, Blessing of Norgorber, Evangelist, Clockwork Librarian, Riding Allosaurus, Steal Soul, Wayfinder
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 +3
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 ([x] +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.

MorkXII - Thargrap 1020 |

Banish Bonecrusher Chieftain for CT.
Discard CT's Ice Strike.
Bury CT's Mockery of Ra
Banish Giant Form to move to Hall of Crocodile King.
Str 6: 1d10 + 4 ⇒ (9) + 4 = 13
Skills and Powers:Hand: Thundering Earthbreaker, Elemental Treaty, The AvalancheSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of the Mummy
Deck: 11 Discard: 3 Buried: 3
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available: 4Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Elemental Treaty:Elemental Treaty
Spell BTraits
Magic
Arcane
Divine
BasicPowers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
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.
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 3
Traits
Trap
Obstacle
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
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 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 5
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 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 6
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding 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 B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 4
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 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
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.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to add a die to your Constitution or Fortitude non-combat check.
Reveal this card to reduce all 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 reroll a die on your Strength check; 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.
Item 4
Traits
Object
Magic
Anubis
Check
Charisma
Diplomacy
Stealth
11
Powers
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
Recharge this card to add the Poison trait and 1d4 to your combat check.
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 6
Traits
Liquid
Poison
Alchemical
Check
Intelligence
Craft
13
Powers
Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.
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.
Ally 2
Traits
Human
Cleric
Check
Charisma
Diplomacy
10
Powers
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.
Ally 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 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Ally 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
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
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.
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.
Turn: 14 Seltyiel/Gimry
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: 16
Blessings Deck
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Selty,
Notes: Earth Ossumental
Elemental Treaty displayed
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 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.
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Shae,
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Forgery of Ra
At This Location: At the end of your turn, you may draw an armor from your bury pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: CT,
Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Athnul, Thargrap,
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Construct
Fire
Check
Combat
22
Powers
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Undead
Check
Combat
20
Powers
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
Item 5
Traits
Liquid
Poison
Check
Intelligence
Craft
11
Powers
Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.
Monster 5
Traits
Construct
Check
Combat
20
Powers
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3
3. Evade the Hanshepsu.
4. Bury the top card of your deck.
Item 2
Traits
Accessory
Magic
Mummy
Check
Wisdom
Divine
7
Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
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.
Ally 6
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Monster 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play 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.
Item 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Barrier 6
Traits
Curse
Lock
Acid
Check
Intelligence
Perception
Dexterity
Disable
15
Powers
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
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.
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.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Pharasma
Location: Sulfur Pits
Location Power:On your check that has the Acid trait, add 1 die.
Adventure Powers:
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.
Auto Fail the BYA, but Recharge Wyrmsmite to prevent 4 damage
Combat 19: 1d8 + 6 + 1d8 + 2 + 1d8 + 3 + 2d6 ⇒ (8) + 6 + (2) + 2 + (6) + 3 + (1, 6) = 34
Combat(Melee) - 1d8+6
Demonbane Longsword +2 - 1d8+2
Swordblade - 1d8+3
Spell Combat - 2d6
Shuffle Frost Ray into deck for Spell Combat
Discard Angraad to go again
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.
Combat 13(17): 1d8 + 6 + 1d8 + 2 + 1d8 + 3 ⇒ (1) + 6 + (8) + 2 + (4) + 3 = 24
Combat(Melee) - 1d8+6
Demonbane Longsword +2 - 1d8+2
Swordblade - 1d8+3
Combat 13(17): 1d8 + 6 + 1d8 + 2 + 1d8 + 3 ⇒ (4) + 6 + (3) + 2 + (6) + 3 = 24
Combat(Melee) - 1d8+6
Demonbane Longsword +2 - 1d8+2
Swordblade - 1d8+3
Closing is suffer 1 damage, but Elemental Treaty blocks that. Location closed
Drew Staff of Minor Healing. Use it on Shae's turn
Seltyiel is healed for 1: (Blessing of Angradd). Deck shuffled.
"
Hand: Demonbane Longsword +2, Sawtooth Saber, Disintegrate, The Rakshasa,
Displayed:
Deck: 16 Discard: 2 Buried: 1
Current Location: Sulfur Pits
Hero Points: 10
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-6B? N
Middle of Deck (Unknown Order): Arcana Theft, Frost Ray, Blessing of Angradd, Golembane Hammer +2, Ruan Mirukova, Chain Lightning, Meteor Swarm, Wyrmsmite, Spellsword +2, Staff of Minor Healing, Staff of Heaven and Earth, Gallivance, Death's Touch, Abadar's Law, Embiggen, Aegis of Recovery
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ 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
Closed Sulfer Pits

wkover - Arueshalae |

Hour: Abadar.
Move to Hall of Croc Kings.
Str 6 move check: 1d6 ⇒ 3 - fail, discard Frost Longbow
Explore, encounter Blessing of Nethys. Auto-fail to acquire, blessing is banished. Explore Billy to explore again, encounter Mockery henchman.
Ask Athnul for Blessing of Horus, since adds 2 dice to dex NC.
Dis 12 BYA w/ blessing: 3d8 + 6 ⇒ (7, 5, 5) + 6 = 23 - pass, henchman can be defeated
Ask Thargrap for 1d6 support.
Combat 22 w/ Thargrap's help, Bumbershoot bonus, displayed Boneslayer, my Lady Despair: 1d8 + 1d4 + 9 + 2d6 + 1d8 ⇒ (6) + (4) + 9 + (1, 1) + (3) = 24 - henchman defeated, Thargrap buries henchman
Encountering Acid Pool to close. Location power adds a free die. Asking Thargrap for 1d6 support. Asking Haz for B of Gods, copying Abadar hour.
Int 15 (9+6) w/ above support: 1d6 + 1d6 + 1d6 + 2d6 ⇒ (4) + (1) + (1) + (1, 1) = 8 - use hero point to reroll
Int 15 (9+6) w/ above support: 1d6 + 1d6 + 1d6 + 2d6 ⇒ (4) + (2) + (2) + (4, 4) = 16 - acid pool defeated, location closed
Draw random magic weapon from box, per location closing: Fate Blade.
Bury priest to heal myself.
# cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3 - Billy, Cyclone, Starbow
At EOT, recharge displayed Boneslayer.
Hand: Fate Blade, Runewell's Echo, Deathbane Sling, Billy Bumbershoot (Marine), Raccoon, Ring of Immolation, The Dance, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 9 Discard: 3 Buried: 2
Hero Points: 8
"NOTES:
Available Support: Everyone gets to use the Gift, which adds 1d4+2 to any basic skill until the start of the next turn.
Other: Paladin adds (die)+1d12+5 for NC check vs. bane."
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 [x]+2) 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?: y
Hall of Croc Kings is closed. Thargrap buries Mockery. Support used: Athnul's Horus, Haz's BoG, Thargrap provides two 1d6's. Hero point used (8 remaining).

MorkXII - Thargrap 1020 |

Bury Ice Strike for Shae for a d6
Bury Djinn for Shae for a d6
Bury Mockery of Ra
Banish Ice Strike to move to Hall of Winged Chaos
Str 6: 1d10 + 4 ⇒ (4) + 4 = 8
Skills and Powers:Hand: Thundering Earthbreaker, Elemental Treaty, The AvalancheSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of the Mummy
Deck: 11 Discard: 1 Buried: 4
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available: 4Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Elemental Treaty:Elemental Treaty
Spell BTraits
Magic
Arcane
Divine
BasicPowers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Construct
Check
Combat
17
Powers
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 3
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 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
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.
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 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire 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 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge 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.
Weapon 6
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
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 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
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 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
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 B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
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.
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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Armor 2
Traits
Clothing
Light Armor
Alchemical
Check
Constitution
Fortitude
Intelligence
Craft
7
Powers
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Staff
Attack
Magic
Cold
Check
Arcane
Divine
6
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Item 5
Traits
Object
Magic
Check
Wisdom
Knowledge
Intelligence
Craft
9
Powers
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may add a card from the Chest of Keeping to your hand.
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 1
Traits
Object
Magic
Gambling
Check
Wisdom
6
Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
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
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
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
Thriae
Druid
Veteran
Poison
Check
Charisma
Diplomacy
7
Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Blessing B
Traits
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.
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
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 16 Alahazra/Katlyn99
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 14
Blessings Deck
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Selty,
Notes: Earth Ossumental
Elemental Treaty displayed
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.
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Forgery of Ra
At This Location: At the end of your turn, you may draw an armor from your bury pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: CT,
Hall of the Crocodile Kings
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, Shae,
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Thargrap,
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Monster 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play 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.
Item 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Barrier 6
Traits
Curse
Lock
Acid
Check
Intelligence
Perception
Dexterity
Disable
15
Powers
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
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.
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.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Alahazra - Katlyn99 |

OFF-TURN ACTIONS:
Discard Botg for Shae
On shaes turn, do some scouting
recharge Blessing of the All seeing eye to examine Hall of Winged Chaos
Hall of Winged Chaos Card 1: Scarab Swarm - Trigger
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
discard crystal ball for the poison damage and move 1 downward to volcanic vents
Encounter: Scarab Swarm
cast volcanic storm
Combat 18: 1d10 + 7 + 3d6 + 1d8 ⇒ (5) + 7 + (5, 6, 4) + (5) = 32
Hall of Winged Chaos Card 2: Tomb Artisan
Hall of Winged Chaos Card 3: Hollow Serpent
Hall of Winged Chaos Card 4: Potion of Healing
Reorder: tomb artisan, potion of healing, hollow serpent
Alahazra attempts to recover all cards in her Recovery pile.
Volcanic Storm: Divine 13: 1d10 + 7 ⇒ (10) + 7 = 17 -> Volcanic Storm recharged.
Hourglass Discard: Blessing of the Elements
Start of Turn:
Reveal Tetisurah to shuffle Sand Elemental into my deck and reset my hand
Hand: Fire Snake, Armor of the Sands, Tetisurah (loot), Breath of Life, Sirocco, Blessing of Abadar, Death's Touch, Embiggen,
Move:
Cast EmbiggenStrength 6: 1d10 ⇒ 8
Success! Haz moves to Hall of Winged Chaos
Explore: Tomb Artisan
use shaes gift for cha
Diplomacy 14: 1d12 + 6 + 1d8 + 2 ⇒ (10) + 6 + (7) + 2 = 25
woot ally 6 for us
Discard belssing of abadar to explore
Explore: Potion of Healing
Intelligence 5: 1d12 ⇒ 1
well that was disappointing
cast breath of life on haz
Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Alahazra has all cards in her discard pile healed: (Blessing of the Gods, Crystal Ball, Blessing of Abadar). Deck shuffled.
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Embiggen: Divine 10: 1d12 + 7 + 1d8 + 2 ⇒ (4) + 7 + (5) + 2 = 18 -> Embiggen recharged.
Breath of Life: Divine 15: 1d10 + 7 + 1d4 + 2 ⇒ (4) + 7 + (4) + 2 = 17 -> Breath of Life recharged.
Alahazra resets her hand.
"
Hand: Fire Snake, Armor of the Sands, Tetisurah (loot), Volcanic Storm, Sirocco, Crystal Ball, Death's Touch, Tomb Artisan,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Hall of Winged Chaos
Hero Points: 4/5
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Blessing of the Gods, Blessing of Abadar, Mist Horn, Blessing of the All-Seeing Eye, Blessing of Osiris, Foresight (trader), Blessing of Pharasma, Vampire Bat, Sand Elemental, Sand Elemental (acquired), Blessing of the Lady of Graves, Divine Blaze, Blessing of the Spellbound 1
Recharged: Embiggen, Breath of Life,
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: Thoth
Banish Djinn to draw: Our Lord In Iron
Explore: Hollow Serpent
Reload Nulgreth to ignore BA
Reveal Thundering Earthbreaker
Combat 16: 1d10 + 6 + 1d12 + 2 ⇒ (9) + 6 + (12) + 2 = 29 Defeated, buried.
Banish Hollow Serpent to draw Nulgreth
Display Nulgreth
Discard The Avalanche to explore: Carpet of Flying Banished. Explore again: Tabe's Last Jest
Gift on Dex. Banish Mockery of Ra for +d6, reload Thundering Earthbreaker for +d12, Asking Shae for Runewell's Echo
Dex 15: 1d6 + 1d4 + 1d2 + 1d6 + 1d12 + 1d12 ⇒ (1) + (2) + (1) + (6) + (4) + (1) = 15 Defeated.
Display Elemental Treaty
Draw up to 5.
Recharge Staff of Minor Healing to heal: The Avalanche
Skills and Powers:Hand: Dragonbane Greatsword, Speed Battleaxe, Thundering Earthbreaker, Our Lord In IronSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of the Mummy, Elemental Treaty
Deck: 9 Discard: 1 Buried: 2
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available: 4Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 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 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
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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
Barrier 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 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire 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, draw a random scourge from the box, then banish this card.
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 6
Traits
Axe
Ranged
Piercing
Cold
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.
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 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 6
Traits
Knife
Ranged
Slashing
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.
Weapon 4
Traits
Whip
Melee
Piercing
Poison
Finesse
Magic
Check
Strength
Melee
11
Powers
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Electricity
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 4
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 6
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12. Ignore any monster powers that happen 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 15 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 B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor 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 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 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 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Armor 1
Traits
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 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
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits
Tool
Healing
Check
Wisdom
Survival
Divine
6
Powers
Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Ally 3
Traits
Human
Cleric
Check
Intelligence
Knowledge
8
OR
Charisma
Diplomacy
9
Powers
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
Discard this card to explore your location.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally 1
Traits
Human
Cleric
Trigger
Check
Charisma
Diplomacy
Divine
9
Powers
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Ally 4
Traits
Human
Hireling
Check
Intelligence
Knowledge
Charisma
Diplomacy
9
Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Ally 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.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 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 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Turn: 18 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Osiris
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessings Remaining: 12
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Selty,
Notes: Earth Ossumental
Elemental Treaty displayed
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.
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Forgery of Ra
At This Location: At the end of your turn, you may draw an armor from your bury pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: CT,
Hall of the Crocodile Kings
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, Shae,
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Thargrap, Haz,
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.
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.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Channa Ti - WilderRedbeard |

Off turn: Attempt recovery of Elemental Treaty when Sulfur Pits closes.
Divine 6: 1d10 + 5 ⇒ (2) + 5 = 7 recharged
Start of turn: The hour of Osiris
Attempt to move to Hall of Winged Chaos.
Strength 6: 1d4 ⇒ 2 Discard Pteranodon
Explore:
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.
Perception 16: 1d4 + 3d8 ⇒ (4) + (3, 8, 8) = 23 defeated
Recharge Vampire Squid to explore:
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.
Discard BoBastet into Thargrap's discards (feel free to banish) to explore:
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Shae's Gift for Constitution.
Constitution 8: 1d8 + 1d4 + 2 ⇒ (4) + (2) + 2 = 8 success
Display Aspect of the Hawk. Ask Thargrap for a d6.
Combat 22: 1d10 + 5 + 1d6 + 6 + 1d6 ⇒ (7) + 5 + (4) + 6 + (1) = 23 defeated but undefeated with no Acid
Nailah shuffled back into location.
Display Aspect of the Tiger. End turn. Send Aspect of the Hawk to recovery. Attempt recovery:
Cloud Puff - Survival 5: 1d10 + 5 ⇒ (3) + 5 = 8 recharged
Aspect of the Hawk - Divine 7: 1d10 + 5 ⇒ (10) + 5 = 15 recharged
Reset hand.
Hand: Breath of Life, Aspect of the Bull, Mammoth Hide Armor, Velociraptor, Mastiff, Blessing of Ketephys,
Displayed: Aspect of the Tiger,
Deck: 12 Discard: 2 Buried: 0
Current Location: Hall of Winged Chaos
Unused Hero Points: 6
NOTES:
Available Support: Breath of Life & Blessing available.
Other: Dice Re-Roll Used for 6B?: Y
At the start of Athnul's turn, display Aspect of the Bull and display Mastiff to draw: Blessing of Nivi Rhombodazzle & Divine Blaze.
Hand: Breath of Life, Divine Blaze, Mammoth Hide Armor, Velociraptor, Blessing of Ketephys, Blessing of Nivi Rhombodazzle,
Displayed: Aspect of the Tiger, Aspect of the Bull, Mastiff,
Deck: 10 Discard: 2 Buried: 0
Current Location: Hall of Winged Chaos
Unused Hero Points: 6
NOTES:
Available Support: Breath of Life & Blessings available.
Other: Dice Re-Roll Used for 6B?: Y
Middle of Deck (Unknown Order): 0
Recharged: Stone Axe +1, Mask of the Forgotten Pharaoh (loot), Balmberry Bush, Moose, Eruption, Elemental Treaty (tr), Blessing of the Sages, 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 (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.
Turn Summary:
Moved to Hall of Winged Chaos.
Discarded BoBastet into Thargrap's discards.
Thargrap and Shae must attempt the Nailah BYA check. One of the two must use Cloud Puff.
CT used a d6 from Thargrap.
Card 1 banished, Card 2 aquired, remaining cards shuffled.

wkover - Arueshalae |

Off turn: Discard Echo for Thargrap. Shae is @ Hall of Croc Kings, so not present for Nailah BYA.
Hand: Fate Blade, Deathbane Sling, Ring of Immolation, Billy Bumbershoot (Marine), Raccoon, The Dance, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 9 Discard: 4 Buried: 2
Hero Points: 8
"NOTES:
Available Support: Everyone gets to use the Gift, which adds 1d4+2 to any basic skill until the start of the next turn.
Other: Paladin adds (die)+1d12+5 for NC check vs. bane."
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 [x]+2) 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?: y

MorkXII - Thargrap 1020 |

Nailah BA check:
Bury Blessing of Bastet for +d6
Fort 8: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (4) = 14 Success.[i]
Skills and Powers:Hand: Dragonbane Greatsword, Speed Battleaxe, Thundering Earthbreaker, Our Lord In Iron[i]Skills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Curse of the Mummy, Elemental Treaty
Deck: 9 Discard: 1 Buried: 3
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available: 3Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 6
Traits
Undead
Mummy
Check
Combat
23
Powers
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
Monster 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
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
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
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character 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 4
Traits
Trap
Arcane
Magic
Sphinx
Trigger
Check
Intelligence
Knowledge
Arcane
Wisdom
12
Powers
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 4
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 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
Barrier 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
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 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
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.
Weapon 6
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.
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.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
10
Powers
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
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.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
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 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 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
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 B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
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 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 2
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Ally 3
Traits
Human
Cleric
Check
Intelligence
Knowledge
8
OR
Charisma
Diplomacy
9
Powers
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
Discard this card to explore your location.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
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 C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing C
Traits
Divine
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.
Turn: 19 Athnul/magi210
Top of Blessing Discard Pile: Blessing of Pharasma
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 11
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
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Selty,
Notes: Earth Ossumental
Elemental Treaty displayed
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.
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Forgery of Ra
At This Location: At the end of your turn, you may draw an armor from your bury pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Hall of the Crocodile Kings
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, Shae,
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap, Haz, CT,
Notes: Elemental Treaty displayed
Barrier 1
Traits
Trap
Cold
Arcane
Trigger
Veteran
Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8
Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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Turn 19: Blessing of Pharasma
Move: Sulphur Pits
Free Explore: Rukh (Combat 13/17)x2
Recharge Blessing of Lamashtu to use wisdom
Reveal headband to add 2
Add 1d8 and mental
Combat 17: 1d6 + 2 + 1d10 + 6 + 1d8 ⇒ (4) + 2 + (6) + 6 + (7) = 25 -> Success
Combat 2 (17)
Recharge Desna's Freedom to use wisdom
Reveal headband to add 2
Add 1d8 and mental
Combat 17: 1d6 + 2 + 1d10 + 6 + 1d8 ⇒ (6) + 2 + (8) + 6 + (4) = 26 -> Defeated
Close location: Elemental treaty blocks 1 acid damage.
End turn, reset hand.
"
Hand: Blessing of Lamashtu 3, Blood Periapt, Wayfinder, Blessing of Lamashtu, Clockwork Librarian, Headband of Inspired Wisdom,
Displayed: Curse of the Mummy,Deck: 14 Discard: 4 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-6B: N
Middle of Deck (Unknown Order): Blessing of Milani, The Owl, Evangelist, Blessing of Gorum 2, Amulet of Furious Fists, Blessing of Ra, Blessing of Norgorber, Belt of Physical Prowess, Steal Soul, Find Traps, Riding Allosaurus, Imp
Recharged: Blessing of Lamashtu 2, Desnas Freedom,
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 +3
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 ([x] +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 the Ancients
Location: Sulfur Pits
Location Power:On your check that has the Acid trait, add 1 die.
Adventure Powers:
Strength 6: 1d8 + 3 ⇒ (4) + 3 = 7
Strength - 1d8+3
Move to Hall of Winged Chaos
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.
Arcane 18(6+12): 1d8 + 6 + 1d8 + 1d8 + 1d4 + 2 ⇒ (7) + 6 + (1) + (7) + (2) + 2 = 25
Arcane - 1d8+6
Double Blessed - 1d8+1d8
Shae's Gift - 1d4+2
"
Hand: Demonbane Longsword +2, Sawtooth Saber, Gallivance, Disintegrate, Embiggen,
Displayed:
Deck: 15 Discard: 2 Buried: 1
Current Location: Hall of Winged Chaos
Hero Points: 10
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-6B? N
Middle of Deck (Unknown Order): Ruan Mirukova, Staff of Minor Healing, Spellsword +2, Death's Touch, Staff of Heaven and Earth, Golembane Hammer +2, Frost Ray, Aegis of Recovery, Wyrmsmite, Meteor Swarm, The Rakshasa, Chain Lightning, Arcana Theft, Abadar's Law
Recharged: Blessing of Angradd,
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
Banished top card of Hall of Winged Chaos

wkover - Arueshalae |

Hour: Bastet.
Can't defeat Nailah (no acid trait), so stay @ Hall of Croc Kings.
Show the Dance to heal myself, then discard it.
# cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 - full heal
Discard Fate Blade, Raccoon and draw up.
Hand: The Cyclone, Deathbane Sling, Ring of Immolation, Billy Bumbershoot (Marine), Starbow, Old Deadeye, Swallowtail Bracers, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 9 Discard: 3 Buried: 2
Hero Points: 8
"NOTES:
Available Support: Everyone gets to use the Gift, which adds 1d4+2 to any basic skill until the start of the next turn.
Other: Paladin adds (die)+1d12+5 for NC check vs. bane."
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 [x]+2) 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?: y
Shae stays at Hall of Croc Kings.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 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 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 your location must succeed at a Dexterity or Stealth 13 check or that character 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 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.
Barrier 3
Traits
Trap
Obstacle
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
Traits
Curse
Magic
Trigger
Check
Wisdom
Survival
Divine
10
Powers
When you examine this card, banish it.
If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.
Weapon 6
Traits
Knife
Ranged
Slashing
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.
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.
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 6
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
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 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 B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armor 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 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
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 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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.
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 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 B
Traits
Tool
Alchemical
Check
Intelligence
Craft
6
Powers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Item 1
Traits
Staff
Attack
Magic
Arcane
Divine
Anubis
Check
Arcane
Divine
6
Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead 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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Ally C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally 3
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Ally 2
Traits
Human
Cleric
Check
Charisma
Diplomacy
Divine
Knowledge
9
Powers
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
Blessing B
Traits
Divine
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
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 2
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 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn: 22 Alahazra/Katlyn99
Top of Blessing Discard Pile: Blessing of Horus
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; if you are in an encounter, do so after the encounter.
Blessings Remaining: 8
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits
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:
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Forgery of Ra
At This Location: At the end of your turn, you may draw an armor from your bury pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Hall of the Crocodile Kings
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Shae,
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap, Haz, CT, Selty,
Notes: Elemental Treaty displayed
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Ally 4
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
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.
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
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.
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.
Henchman Monster 6
Traits
Elemental
Electricity
Check
Combat
21
Powers
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
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.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
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.
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.
Barrier 3
Traits
Trigger
Trap
Magic
Arcane
Cold
Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12
Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of Horus
Start of Turn:
Reveal Tetisurah to shuffle Sirocco, Crystal Ball, Death's Touch, Tomb Artisan, Armor of the Sands into my deck and reset my hand
Hand: Fire Snake, Breath of Life, Tetisurah (loot), Volcanic Storm, Embiggen, Armor of the Sands, Blessing of the All-Seeing Eye, Tomb Artisan,
Move:
Cast EmbiggenStrength 6: 1d10 ⇒ 4
use merch reroll
Strength 6: 1d10 ⇒ 4
discard Tomb Artisan
Move to Ruined Temple
Explore: Thundercloud of Set
use shaes gift for Charisma, cast Volcanic Storm, remembered my extra d8 for combat and everything is embiggened
Combat 21: 2d12 + 3d10 + 7 + 1d8 + 2 ⇒ (2, 3) + (1, 9, 6) + 7 + (7) + 2 = 37
bury volcanic storm per location power. Bury blessing of the all seeing eye to close this location.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
Choose to draw a random blessing - Blessing of the Ancients
Recharge Blessing of the Ancients to examine Towering Obelisk
Towering Obelisk Card 1: Steel Scorpion
Towering Obelisk Card 2: Blessing of Anubis
Towering Obelisk Card 3: Thundercloud of Set
Towering Obelisk Card 4: Sard
Let Thargrap reorder
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Embiggen: Divine 10: 1d12 + 7 + 1d8 + 2 ⇒ (11) + 7 + (6) + 2 = 26 -> Embiggen recharged.
Alahazra resets her hand.
"
Hand: Fire Snake, Breath of Life, Tetisurah (loot), Mist Horn, Blessing of the Lady of Graves, Armor of the Sands, Sand Elemental, Blessing of Abadar,
Displayed:
Deck: 13 Discard: 1 Buried: 2
Current Location: Ruined Temple
Hero Points: 4/5
Merchandise Reroll: Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Blessing of Pharasma, Sirocco, Crystal Ball, Vampire Bat, Blessing of the Gods, Divine Blaze, Sand Elemental (acquired), Blessing of the Spellbound 1, Blessing of Osiris, Foresight (trader), Death's Touch
Recharged: Blessing of the Ancients (acquired), Embiggen,
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 |

Put the henchman on top of the Obelisk
Hour: ancients
Move to Obelisk
Gift on Str
Auto succeed check to move.
Explore: Thundercloud of Set
Reveal Thundering Earthbreaker, banish Mockery of Ra for +d4+6, gift
Combat 21: 1d10 + 6 + 1d12 + 2 + 1d4 + 6 + 1d4 + 2 ⇒ (5) + 6 + (8) + 2 + (3) + 6 + (4) + 2 = 36 Defeated, buried
Close: Aghash
Reveal Thundering Earthbreaker, banish Mockery of Ra for +d4+6, gift
Combat 11+##=23: 1d10 + 6 + 1d12 + 2 + 1d4 + 6 + 1d4 + 2 ⇒ (3) + 6 + (3) + 2 + (4) + 6 + (3) + 2 = 29 Defeated, closed.
Banish Curse of the Mummy on close.
Banish Blessing of Bastet to move to Hall of Winged Chaos.
Discard 2 weapons. Draw up to 5
Bound Imp to recovery to draw two cards.
Skills and Powers:Hand: Speed Battleaxe, Scarab Buckler, Erayu, Asmodeus’s Tyranny, Our Lord In Iron, The Big SkySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +2
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth, Bound Imp, Elemental Treaty
Deck: 4 Discard: 3 Buried: 1
Hero Points: 2 Shirt Reroll Available (3-6B): Yes
Notes: d6s vs local banes available: 3Asmodeus’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.Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6B: Uncoiling the Snake
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 5
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 6
Traits
Outsider
Fire
Check
Combat
24
Powers
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at this location is dealt 1d4 Fire damage.
If undefeated, draw the scourge Curse of the Mummy from the box.
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.
Monster 6
Traits
Elemental
Outsider
Acid
Check
Combat
21
Powers
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your 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
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 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
Trap
Magic
Trigger
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.
Barrier 3
Traits
Trap
Obstacle
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Weapon 6
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 6
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
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 B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
OR
Intelligence
Arcane
8
Powers
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
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
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 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
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 C
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Item 2
Traits
Accessory
Magic
Mummy
Check
Wisdom
Divine
7
Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
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.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
Discard this card to explore your location.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Ally 6
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Turn: 24 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 6
Blessings Deck
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
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits
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:
Volcanic Vents
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Scorched Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Forgery of Ra
At This Location: At the end of your turn, you may draw an armor from your bury pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Hall of the Crocodile Kings
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Shae,
Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Thargrap, CT, Selty,
Notes: Elemental Treaty displayed
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Temple
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,
Towering Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Channa Ti - WilderRedbeard |

Attempt recovery of Elemental Treaty when Sulfur Pits closes.
Divine 6: 1d10 + 5 ⇒ (1) + 5 = 6 recharged
The hour of the Elements
Give Blessing of Ketephys to Seltyiel. If you use it to explore it adds 1d4 to your checks if you have the Elf or Half-Elf trait.
Move to Hall of Crocodile Kings.
End turn. Attempt recovery:
Discard Mammoth Hide Armor, Breath of Life & Velociraptor. Reset hand.
Hand: Divine Blaze, Stone Axe +1, Mask of the Forgotten Pharaoh (loot), Balmberry Bush, Moose, Blessing of Nivi Rhombodazzle,
Displayed: Aspect of the Tiger, Aspect of the Bull,
Deck: 7 Discard: 5 Buried: 0
Current Location: Hall of Crocodile Kings
Unused Hero Points: 6
NOTES:
Available Support: Balmberry Bush & Blessings available.
Other: Dice Re-Roll Used for 6B?: Y
Middle of Deck (Unknown Order): 0
Recharged: Eruption, Blessing of the Sages, Vampire Squid, Cloud Puff, Aspect of the Hawk, Mastiff, Elemental Treaty (tr),
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 (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.

![]() |

Turn 25: Blessing of Pharasma
Move: None. Skip explore.
Discard Wayfinder and Headband.
Reset hand.
"
Hand: Blessing of Lamashtu 3, Blood Periapt, Blessing of Ra, Blessing of Lamashtu, Clockwork Librarian, Blessing of Norgorber,
Displayed: Curse of the Mummy,Deck: 12 Discard: 6 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-6B: N
Middle of Deck (Unknown Order): Blessing of Gorum 2, Steal Soul, Amulet of Furious Fists, Blessing of Milani, Riding Allosaurus, Evangelist, Belt of Physical Prowess, Imp, The Owl, Find Traps
Recharged: Blessing of Lamashtu 2, Desnas Freedom,
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 +3
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 ([x] +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.
Athnul is full of blessings, use them.

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Ra
Location: Hall of Winged Chaos
Location Power:All monsters have and are immune to the Electricity trait. All damage dealt to you is Electricity damage.
Adventure Powers:
Start of turn cast Embiggen!
Discard Blessing of Ketephys to explore, add 1d4 (1d8) to all checks (Thanks Channa Ti!)
Henchman Monster 6
Traits
Undead
Banshee
Incorporeal
Acid
Check
Combat
22
Powers
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Constitution 8: 1d12 + 1d8 + 2 + 1d8 ⇒ (8) + (1) + 2 + (2) = 13
Constitution - 1d12 (1d8)
Shae's Gift - 1d8+2 (1d4+2)
Blessing of Ketephys - 1d8 (1d4)
Combat 22: 1d12 + 6 + 4d10 + 2d10 + 1d12 + 1d12 + 1d8 ⇒ (4) + 6 + (4, 4, 7, 1) + (5, 9) + (3) + (4) + (6) = 53
Combat(Arcane) - 1d12+6 (1d8+6)
Disintegrate - 4d10 (4d6)
Spell Combat - 2d10 (2d6)
Double Blessed - 1d12+1d12 (1d8+1d8)
Blessing of Ketephys - 1d8 (1d4)
Athnul buries Lamashtu
Shuffle Galivance for Spell Combat
Thargrap adds as many d10s as they want :)
No Acid or Electricity, so Nailah is undefeated, but Disintegrate will banish her anyway because all checks to defeat were successful. Location is empty and closes automatically at the end of my explore step.
As the rest of the crew scrambles clearing out the temple and the obelisk at breakneck speed, I calmly walk to the end of the hall where Nailah stands ready. They begin to monologue about never winning ... blah blah blah. I really don't have time for their ramblings, so I simply point my index finger at them and they quickly turn to a pile of dust as a dark green energy blast erupts from my finger and strikes them right in the chest.
Slapping my hands together, I turn to the rest of the party.
"I think we're done here"

MorkBot |

DEVELOPMENT:
Your fingers are bloody from gripping onto treacherous precipices, and pernicious divs nearly pulled you to your death, but you managed to climb the corkscrew column all the way to its top. Trouble is, the control platform is not at the pinnacle.
Rather, an elaborate honeycomb of platforms leads even further upward, where you can just make out the movement of humanoid shapes atop what must be the pyramid’s controls. Below, gaping nothingness threatens certain doom should you fall. Certain doom for you, and for Osirion should this pyramid remain in the hands of the evil ones who steer it toward dark purposes.
You’ve come a long way, but it seems this journey to the sky pyramid’s top is not yet over!
SCENARIO REWARD:
ACQUIRED CARDS:
Weapon 4 Fate Blade
Weapon 4 Shattertouch Shotel +2
Spell 3 Elemental Mastery
Item 3 Scarab Sand
Ally 6 Tomb Artisan
Ally 5 Sand Elemental
Blessing C Blessing of Bastet
Blessing B Blessing of Horus
Blessing B Blessing of Ra
Blessing B Blessing of the Ancients
Blessing B Blessing of the Elements

MorkXII - Thargrap 1020 |

ACQUIRED CARDS (updated):
Weapon 6 Chakram of Ruin
Weapon 6 Sling Staff +2
Weapon 4 Fate Blade
Weapon 4 Shattertouch Shotel +2
Spell 3 Elemental Mastery
Armor 6 Horn Lamellar
Item 3 Scarab Sand
Ally 6 Hippopotamus Mud Elemental
Ally 6 Tomb Artisan
Ally 5 Cloud Elemental
Ally 5 Freed Soul
Ally 5 Sand Elemental
Blessing C Blessing of Bastet
Blessing B Blessing of Horus
Blessing B Blessing of Ra
Blessing B Blessing of the Ancients
Blessing B Blessing of the Elements

MorkXII - Thargrap 1020 |

3-6C: The Right Combination
You’ve heaved yourself through a trap door and onto solid ground at the apex of the monstrous column you just climbed. Craning your neck practically as far as it will go, you take stock of the dozens of stone platforms that protrude from this mighty cavern’s walls. Beside you, the only source of light is a circle of sigils that glows ever so faintly blue.
At least these runes aren’t in sinister Abyssal, like the ones on the kiosks devoted to Ahriman were.
Around your neck, the spinel sage jewel thrums. This time, it’s not fear or dread you sense from Mnesoset. Rather, it’s excitement, and suddenly something dawns on you.
“It’s a teleportation circle!” you exclaim, finally realizing the significance of the sigils before you.
Fumbling around near the circle, you find a complex series of pressure plates built into the shape of interlocking squares. You gingerly test a random combination, and you see another teleportation circle come ablaze on the stone platform nearest to you. You add to the combination, and another circle jolts to life—but then both wink out once you attempt a third, and seemingly incorrect, sequence.
You’re not in Mnesoset’s mindscape, but you can practically hear the spirit of the sage whisper to you.
“Patience, friends,” the calming voice says. “Think. Experiment. Build upon your successes. You can do this. You must do this.”
With the confidence of the sage, you start to see the method in this pyramid’s madness. These combinations aren’t mathematical or linguistic, they’re elemental. You realize that if you can just divine the relationships of each element to the next, you might crack the code. You spend a few painstaking minutes building upon your correct combinations, and you’re almost there—until a mighty roar shatters your concentration.
Behind you is a hulking, gray-skinned horned beast waving a falchion at you in rage. “You’ll never reach our lord above!” the thing booms. A pulsing evil lights its eyes crimson.
“Now you die!”
LOCATIONS:
1 Altar of Riddles
1 Elemental Trenches
1 Eternal Arena
2 Sculptors' Lair
3 Garden of Ossumentals
4 Stonework Passages
5 Garden of Symmetry
6 Guardian Vault
STORY BANES:
DURING THIS SCENARIO:

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6C: The Right Combination
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Monster 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 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
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 3
Traits
Undead
Fire
Check
Combat
16
OR
Charisma
10
Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
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
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 4
Traits
Trap
Lock
Poison
Check
Dexterity
Disable
Stealth
10
OR
Strength
13
Powers
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Barrier 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 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 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.
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 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
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 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 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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 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 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 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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison 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.
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
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
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 1
Traits
Object
Magic
Mummy
Check
Wisdom
Survival
Divine
6
Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.
Item 5
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
Dwarf
Check
Craft
Charisma
Diplomacy
10
Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Ally 3
Traits
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 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 2
Traits
Caligni
Oracle
Trigger
Check
Perception
Charisma
Diplomacy
11
Powers
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.
Ally B
Traits
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 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 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing 3
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Turn: 1 Arueshalae/wkover
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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
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
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 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
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
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 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
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
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing C
Traits
Divine
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 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 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.
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
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location 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.
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.
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
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
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.
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.
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.
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.
Item 4
Traits
Accessory
Attack
Fire
Magic
Check
Intelligence
Arcane
9
Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Barrier 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
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
Weapon 6
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
Monster 5
Traits
Construct
Check
Combat
20
Powers
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3
3. Evade the Hanshepsu.
4. Bury the top card of your deck.
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.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 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.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, suffer a scourge, then banish this card.
Armor 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.
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.
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:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
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.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character 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.
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.
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.
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.
Monster 4
Traits
Construct
Check
Combat
17
Powers
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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
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.
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 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.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
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 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 3
Traits
Trigger
Cache
Curse
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
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.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location 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.
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
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.
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.
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.
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:2 Al:1 Bl:1 ?:1
Item 3
Traits
Accessory
Alchemical
Acid
Check
Dexterity
Intelligence
Craft
8
Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
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 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.
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 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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.
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.
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.

MorkXII - Thargrap 1020 |

Smiths of Wati:
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 6
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Hadden Hoppert:
Spell 6
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
15
Powers
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 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.
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.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12. Ignore any monster powers that happen 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 15 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
Display this card. While displayed, you may ignore any powers that trigger when you examine cards.
At the end of the turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.

Channa Ti - WilderRedbeard |

Shadowcat in for Pteranodon, Seaborne Trident +1 in for Stone Axe +1.
Set aside Angelstep for Mask of the Forgotten Pharoah.
Pass on Hadden Hoppert Spells. Visit Sunburst Market and add Find Traps in place of Wintervine.
Start at Guardian Vault.
Draw 1 extra card & recharge 1 (Mammoth Hide Armor).
Hand: Aspect of the Bull, Find Traps (tr), Aspect of the Tiger, Aspect of the Hawk, Mastiff, Blessing of Pharasma,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Hall of Crocodile Kings
Unused Hero Points: 6
NOTES:
Available Support:
Other: Dice Re-Roll Used for 6C?: N
At the start of the first turn, display Mastiff to draw 2 cards: . Display Aspect of the Bull & Aspect of the Tiger. At the end of the turn, recharge Mastiff.
Hand: Find Traps (tr), Aspect of the Hawk, Shadowcat, Blessing of Pharasma, Blessing of Nivi Rhombodazzle,
Displayed: Aspect of the Bull, Aspect of the Tiger,
Deck: 15 Discard: 0 Buried: 0
Current Location: Guardian Vault
Unused Hero Points: 6
NOTES:
Available Support: Find Traps, Shadowcat & Blessings available. Shadowcat recharges to add 1d10+5 to another characters combat check.
Other: Dice Re-Roll Used for 6C?: N
Middle of Deck (Unknown Order): Seaborne Trident +1, Ice Strike (c), Velociraptor, Breath of Life, Mask of the Forgotten Pharaoh (loot), Blessing of Ketephys, Blessing of the Sages, Divine Blaze, Eruption, Balmberry Bush, Cloud Puff, Vampire Squid, Moose
Recharged: Mammoth Hide Armor, Mastiff,
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 (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ 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 |

Start @ Guardian Vault. Loot: Sun Falcon. No trades.
Hand: The Cyclone, Sun Falcon Pectoral, Deathbane Throwing Axe, Ring of Immolation, Deathbane Sling, Lolly Popkin (Priest), Impervious Chain Shirt, Arueshalae's Gift,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 8
"NOTES:
Available Support: Everyone gets to use the Gift, which adds 1d4+2 to any basic skill until the start of the next turn.
Other: Paladin adds (die)+1d12+5 for NC check vs. bane."
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 [x]+2) 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

![]() |

Start @ Guardian Vault, no trades
"
Hand: Riftwarden, Steal Soul, Riding Allosaurus, Blessing of Lamashtu 2, Find Traps, The Owl,
Displayed:Deck: 16 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 3-6B: N
Middle of Deck (Unknown Order): Amulet of Furious Fists, Blessing of Lamashtu, Clockwork Librarian, Blood Periapt, Pious Healer, Blessing of Milani, Blessing of Gorum, Desnas Freedom, Headband of Inspired Wisdom, Belt of Physical Prowess, Wayfinder, Blessing of Norgorber, Blessing of Lamashtu 3, Evangelist, Imp, Blessing of Abadar
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 +3
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 ([x] +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 |

Visiting Sunburst Market to grab Elemental Treaty
Salvatore Scream will get switched out for Toff Ornelos if I get the Ally 6 upgrade
"
Hand: Golembane Hammer +2, Disintegrate, Aegis of Recovery, Salvatore Scream, The Rakshasa,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Guardian Vault
Hero Points: 10
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-6C? N
Middle of Deck (Unknown Order): Wyrmsmite, Embiggen, Staff of Heaven and Earth, Abadar's Law, Elemental Treaty, Arcana Theft, Ruan Mirukova, Blessing of Angradd, Meteor Swarm, Demonbane Longsword +2, Chain Lightning, Death's Touch, Spellsword +2, Gorum's Iron, Sawtooth Saber, Staff of Minor Healing, Gallivance
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ 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.
☑ When you acquire a weapon or spell on your turn you may explore again
☑ On your check to acquire a spell or a weapon, add 2
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.

Alahazra - Katlyn99 |

Grabbing Foresight from Hadden Hoppert (setting aside helm of electric radiance).
Add Druid of the Flame to deck in my new Ally card spot.
Replace Armor of the Sands with my shiny new level 6 armor - Phoenix Cloak
Start @ Guardian Vault
"
Hand: Blessing of Pharasma, Phoenix Cloak, Blessing of Osiris, Mist Horn, Volcanic Storm, Fire Snake, Embiggen, Divine Blaze,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Guardian Vault
Hero Points: 4/4
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 Lady of Graves, Druid of the Flame, Sirocco, Vampire Bat, Tetisurah (loot), Breath of Life, Sand Elemental, Blessing of the All-Seeing Eye, Blessing of Abadar, Crystal Ball, Blessing of the Spellbound 1, Blessing of the Gods, Foresight (trader), Death's Touch
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).

wkover - Arueshalae |

Hour: Horus. Display armor. Explore Guardian Vault. Encounter Deliquescent Gloves.
Dex 8: 1d8 + 4 ⇒ (6) + 4 = 10 - acquired
Recharge Sun Falcon to explore, encounter Poison Spiked Pit Trap.
Asking Athnul for Find Traps. Asking CT for B of Pharasma.
Dex 16 (10+6) w/ support: 1d8 + 4 + 4d8 ⇒ (7) + 4 + (8, 3, 4, 2) = 28 - trap defeated
Free explore from trap: Iceblade Dagger.
Ranged 12: 1d8 + 6 ⇒ (4) + 6 = 10 - fail, banished
Discard Cyclone to explore, encounter Azaz.
Dip 7: 1d12 + 5 ⇒ (10) + 5 = 15 - ally acquired
Discard Lolly to explore, encounter B of Ancients.
Div 3 w/ Lolly bonus: 2d4 ⇒ (3, 3) = 6 - blessing acquired
Discard Azaz to explore, encounter Sigil Combination.
Know 7 w/ my BoA: 2d12 + 3 ⇒ (2, 4) + 3 = 9
Sigil defeated and displayed.
Where moved at EOT? (Vault power): 1d8 ⇒ 1 - Sulfur Pits
Hand: Deliquescent Gloves, Runewell's Echo, Deathbane Throwing Axe, Ring of Immolation, Deathbane Sling, Guardian Bow, Starbow, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 13 Discard: 4 Buried: 0
Hero Points: 8
"NOTES:
Available Support: Everyone gets to use the Gift, which adds 1d4+2 to any basic skill until the start of the next turn.
Other: Paladin adds (die)+1d12+5 for NC check vs. bane."
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 [x]+2) 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
Sigil displayed at Guardian Vault. Top card of Vault is Card 7. Shae was moved to Sulfur Pits. Support used: Athnul's Find Traps, CT's Pharasma.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of the Elements
Start of Turn:
Recharge Blessing of Pharasma to examine Guardian Vault
Towering Obelisk Card 7: Elemental Mastery
Towering Obelisk Card 8: Mummy
Towering Obelisk Card 9: 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. When you draw a scourge from the box, each character at your location also draws the same scourge.
I display Sky Pharaoh's Curse next to my deck
Towering Obelisk Card 10: Scroll of Thoth - Trigger
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Reorder: Mummy, Elemental Mastery, Scroll of Thoth
Give card: Hand Phoenix Cloak to someone who flirts with death alot. Thargrap maybe? They can display it and get a free second life. =P
Discard Volcanic Storm to banish my Sky Pharaoh's Curse
Display Mist Horn at Guardian Vault
Explore: Mummy
Cast Divine Blaze, use Shaes gift for Charisma
Combat 21: 1d10 + 7 + 1d4 + 2 + 6d8 ⇒ (3) + 7 + (3) + 2 + (6, 7, 4, 6, 8, 3) = 49
Anyone want some shish kebobed Mummy?
Recharge Blessing of Osiris to examine Altar of Riddles (Sulfur Pits cards)
Sulfur Pits Card 1: Safety Bubble
Sulfur Pits Card 2: Shocking Chest
Sulfur Pits Card 3: Pyromaniac Mage
Sulfur Pits Card 4: Blessing of Wadjet
Let someone reorder
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Divine Blaze: Divine 14: 1d10 + 7 + 1d4 + 2 ⇒ (10) + 7 + (3) + 2 = 22 -> Divine Blaze recharged.
Alahazra resets her hand.
"
Hand: Foresight (trader), Tetisurah (loot), Blessing of Abadar, Crystal Ball, Sirocco, Fire Snake, Embiggen, Druid of the Flame,
Displayed: Mist Horn,
Deck: 11 Discard: 1 Buried: 0
Current Location: Garden of Symmetry
Hero Points: 4/4
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): Sand Elemental, Blessing of the Spellbound 1, Breath of Life, Blessing of the Lady of Graves, Death's Touch, Blessing of the Gods, Vampire Bat, Blessing of the All-Seeing Eye
Recharged: Blessing of Pharasma, Blessing of Osiris, Divine Blaze,
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).
Edit: Forgot eot power at my location
At the end of your turn you are moved to a random location.
Random Location: 1d8 ⇒ 7 Moved to Garden of Symmetry

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Off turn: Athnul plays and auto recharges Find Traps.

MorkXII - Thargrap 1020 |

Trades/Loots:
Nothing from Hadden Hoppert.
BotAncients (Ring Of Protection)
Scarab Buckler (Magic Spiked Breastplate)
Elemental Treaty (Chain Lightning)
Start at Guardian Vault
Bury Haz's Mummy.
Skills and Powers:Hand: Thundering Earthbreaker, Giant Form, Bound Imp, Our Lord In Iron, The BeatingSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 16 Discard: 0 Buried: 1
Hero Points: 2 Shirt Reroll Available (3-6C): Yes
Notes: d6s vs local banes available:Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

Hour: Elements
Move: 1d8 ⇒ 3: Eternal Arena
Explore: Sling Staff +2 Banished.
Banish (to recovery) Bound Imp to draw: Dragonbane Greatsword, Enervation
Discard The Beating to explore: Sigil Combination
Gift on Charisma
Arcane 7: 1d8 + 5 + 1d4 + 2 ⇒ (1) + 5 + (2) + 2 = 10 Defeated, displayed.
Discard Our Lord In Iron to explore: Hanshepsu
Reload Nulgreth to skip BA
Dragonbane Greatsword, cast Enervation, bury The Beating for +d6
Combat 20: 1d10 + 6 + 1d12 + 2 + 2d4 + 1d6 ⇒ (10) + 6 + (12) + 2 + (1, 3) + (6) = 40 Defeated, buried.
Banish The Beating to draw: Nulgreth. Displayed
Banish Mummy to draw The Avalanche.
Discard The Avalanche to explore: Osirion Ancestor. Banished, explore: Scarab Swarm
Discard Dragonbane Greatsword, cast Giant Form, bury The Avalanche for +d6
Combat 6+##=18/22: 1d12 + 6 + 1d12 + 2 + 1d12 + 1d6 ⇒ (12) + 6 + (2) + 2 + (8) + (4) = 34 Defeated, buried. [/ooc]
Recovery:
Bound Imp Arcane 8: 1d8 + 5 + 1d4 + 2 ⇒ (4) + 5 + (2) + 2 = 13 Recharged.
Enervation Arcane 8: 1d8 + 5 + 1d4 + 2 ⇒ (5) + 5 + (1) + 2 = 13 Recharged.
Giant Form Arcane 15: 1d8 + 5 + 1d4 + 2 ⇒ (3) + 5 + (4) + 2 = 14 Discarded.
Draw up to 5.
Skills and Powers:Hand: Thundering Earthbreaker, Magic Spiked Full Plate, Djinn, Hellknight of the Nail, The Big SkySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 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 [X6] 7
Cohort: Blood God Nulgreth
Displayed: Blood God Nulgreth
Deck: 11 Discard: 3 Buried: 2
Hero Points: 2 Shirt Reroll Available (3-6C): Yes
Notes: d6s vs local banes available:Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6C: The Right Combination
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Monster 6
Traits
Outsider
Fire
Check
Combat
24
Powers
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at this location is dealt 1d4 Fire damage.
If undefeated, draw the scourge Curse of the Mummy from the box.
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 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 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Barrier 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 6
Traits
Curse
Lock
Acid
Check
Intelligence
Perception
Dexterity
Disable
15
Powers
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
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 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
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.
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 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 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.
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
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 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 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 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.
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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison 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.
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 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
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 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 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 B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 3
Traits
Wand
Attack
Fire
Ranged
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Ally C
Traits
Human
Rogue
Hireling
Check
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Ally 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 C
Traits
Animal
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10
Powers
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Ally 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.
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
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Turn: 4 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Bastet
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Remaining: 26
Blessings Deck
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 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
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
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 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
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
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing C
Traits
Divine
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 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 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.
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: Shae,
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location 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.
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.
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
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
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.
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.
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.
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.
Item 4
Traits
Accessory
Attack
Fire
Magic
Check
Intelligence
Arcane
9
Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Barrier 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
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M:2 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Thargrap
Notes: Sigil Combination displayed
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 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.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, suffer a scourge, then banish this card.
Armor 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.
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.
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:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
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.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character 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.
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.
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.
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.
Monster 4
Traits
Construct
Check
Combat
17
Powers
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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
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.
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 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.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
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 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 3
Traits
Trigger
Cache
Curse
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1
Located here: Haz,
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.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location 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.
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
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.
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.
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.
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:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: CT, Athunul, Selty,
Notes: Sigil Combination displayed
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.
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.

Channa Ti - WilderRedbeard |

Discard BoPharasma for Shae's check.
The hour of Bastet
Remain at Guardian Vault.
Explore:
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.
Divine 11: 2d10 + 5 ⇒ (4, 2) + 5 = 11 acquired
Discard Blessing of Nivi Rhombodazzle to explore:
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.
Close Guardian Vault by drawing a random scourge: 1d10 ⇒ 6 Curse of Withering
Per WPC power, move to a random location: 1d8 ⇒ 6 Stonework Passages
End turn. Discard Elemental Mastery & Scroll of Thoth, then reset hand.
Hand: Seaborne Trident +1, Aspect of the Hawk, Shadowcat, Blessing of Ketephys, Find Traps (tr), Mask of the Forgotten Pharaoh (loot),
Displayed: Aspect of the Bull, Aspect of the Tiger,
Deck: 12 Discard: 4 Buried: 0
Current Location: Stonework Passages
Unused Hero Points: 6 // Channa Ti has the following scourges marked:Curse of Withering:While Marked:
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
NOTES:
Available Support: Find Traps, Shadowcat & Blessings available. Shadowcat recharges to add 1d10+5 to another characters combat check.
Other: Dice Re-Roll Used for 6C?: N
Middle of Deck (Unknown Order): Vampire Squid, Eruption, Balmberry Bush, Moose, Divine Blaze, Velociraptor, Breath of Life, Blessing of the Sages, Ice Strike (c), Cloud Puff
Recharged: Mammoth Hide Armor, Mastiff,
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 (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ 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.
Recharge Mask of the Forgotten Pharoah to remove Curse of Withering

Channa Ti - WilderRedbeard |

Ignore last post, I was supposed to move to avoid dealing with Sepid when closing Guardian Vault.
The hour of Bastet
Aspect of the Tiger: Acrobatics 7: 1d8 + 4 ⇒ (2) + 4 = 6 failed
Move to a random open location: 1d8 ⇒ 7 Garden of Symmetry.
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: 2d10 + 5 ⇒ (2, 4) + 5 = 11 No odd rolls, acquired
Discard BoNiviRhombodazzle to explore:
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.
Recharge Shadowcat to examine the top card of the location: Bone Lamellar. Then explore:
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.
Discard BoThoth to explore:
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.
End turn & reset hand.
Hand: Aspect of the Hawk, Velociraptor, Blessing of the Sages, Bone Lamellar (acq), Ice Storm (acq), Find Traps (tr),
Displayed: Aspect of the Bull, Aspect of the Tiger,
Deck: 14 Discard: 3 Buried: 0
Current Location: Garden of Symmetry
Unused Hero Points: 6
NOTES:
Available Support: Find Traps & Blessing of the Sages available. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check.
Other: Dice Re-Roll Used for 6C?: N
Middle of Deck (Unknown Order): Eruption, Mask of the Forgotten Pharaoh (loot), Moose, Seaborne Trident +1, Breath of Life, Vampire Squid, Balmberry Bush, Divine Blaze, Ice Strike (c), Cloud Puff, Blessing of Ketephys
Recharged: Mammoth Hide Armor, Mastiff, Shadowcat,
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 (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ 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 |

During This Adventure: Adventure 6: Destruction Descending
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: 3-6C: The Right Combination
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character 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
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 6
Traits
Outsider
Fire
Check
Combat
24
Powers
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at this location is dealt 1d4 Fire damage.
If undefeated, draw the scourge Curse of the Mummy from the box.
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
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
Barrier C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 3
Traits
Trap
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.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 4
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 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.
Weapon 6
Traits
Knife
Ranged
Slashing
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.
Weapon 6
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.
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 B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
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 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 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.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 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.
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 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
Item B
Traits
Accessory
Alchemical
Check
Intelligence
Perception
6
Powers
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 6
Traits
Object
Magic
Khepri
Check
Wisdom
Survival
10
Powers
Reveal this card to add a die to your checks against a card that has the Animal trait.
Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
Bury this card to add 1d8 and the Poison trait to your combat check.
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 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 6
Traits
Accessory
Magic
Gambling
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.
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 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
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 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 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.
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 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
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
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: 5 Athnul/magi210
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: 25
Blessings Deck
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
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
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 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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card 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
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
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
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing C
Traits
Divine
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
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 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 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.
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: Shae,
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.
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.
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.
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.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location 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.
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.
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
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
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.
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.
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.
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.
Item 4
Traits
Accessory
Attack
Fire
Magic
Check
Intelligence
Arcane
9
Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Barrier 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
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M:2 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Thargrap
Notes: Sigil Combination displayed
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 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.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, suffer a scourge, then banish this card.
Armor 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.
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.
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:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
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.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character 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.
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.
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.
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.
Monster 4
Traits
Construct
Check
Combat
17
Powers
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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
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.
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 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.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
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 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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
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.
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 3
Traits
Trigger
Cache
Curse
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Monster 1
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
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.
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.
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.
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location deck.
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.
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.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M:0 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Haz, CT,
Henchman Barrier 6
Traits
Trigger
Task
Check
Intelligence
Arcane
Knowledge
7
Powers
When you examine this card, you may put it back on either the top or bottom of the deck it came from.
If defeated, display this card next to the location it came from.
While displayed, if a character fails to defeat a Sigil Combination, put each displayed Sigil Combination facedown on top of its location 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.
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
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.
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.
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.
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:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
Located here: Athunul, Selty,
Notes: Sigil Combination displayed
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.
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.