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

Game Master MorkXII

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


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During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 2
    Spoiler:
    Hollow Serpent
    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
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Monster 5
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    The Evil Eye
    Barrier C

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Barrier 2
    Spoiler:
    Tabe's Last Jest
    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 3
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 4
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

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

    Barrier 5
    Spoiler:
    Rolling Sphere
    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.

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

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Staff of the Hooded Cobra
    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 3
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 4
    Spoiler:
    Chakram of Ruin
    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
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Spell 2
    Spoiler:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Spell 5
    Spoiler:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Random Armors:
    Armor 1
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

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

    Armor 2
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

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

    Armor 3
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Armor 5
    Spoiler:
    Parade Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Smoke Stick
    Item 1

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    8

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

    Item 2
    Spoiler:
    Tears of Death
    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 3
    Spoiler:
    Scarab of Khepri
    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
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 5
    Spoiler:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Ally 2
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

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

    Ally 3
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

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

    Ally 5
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessing 2
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing C

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing C

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 5
    Spoiler:
    Blessing of Ptah
    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: 2 Seltyiel/Gimry

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Arueshalae)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessings Deck Card 2 (Turn 4 Alahazra)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 3 (Turn 5 Thargrap)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 4 (Turn 6 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 5 (Turn 7 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 6 (Turn 8 Seltyiel)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 7 (Turn 9 Arueshalae)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 8 (Turn 10 Alahazra)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 9 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 10 (Turn 12 Channa Ti)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessings Deck Card 11 (Turn 13 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 12 (Turn 14 Seltyiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 14 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 15 (Turn 17 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 16 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 17 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 18 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 19 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 20 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 21 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 22 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 23 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 24 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 27 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 28 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:2 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Athnul, Haz

    Crypt Card 1:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Crypt Card 2:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Crypt Card 3:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Crypt Card 4:
    Hungry Fog
    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.

    Crypt Card 5:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 6:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Crypt Card 7:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Crypt Card 8:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    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

    Hall of Winged Chaos Card 1:
    Ecorche
    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.

    Hall of Winged Chaos Card 2:
    Mumia
    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.

    Hall of Winged Chaos Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of Winged Chaos Card 4:
    Living Sandstorms
    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.

    Hall of Winged Chaos Card 5:
    Blast Glyph
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Hall of Winged Chaos Card 8:
    Sky Pharaoh's Curse
    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.

    Hall of Winged Chaos Card 9:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Hall of Winged Chaos Card 10:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:4 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sky Pharaoh's Throne Card 1:
    Ecorche
    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.

    Sky Pharaoh's Throne Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sky Pharaoh's Throne Card 3:
    Volcanic Storm
    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.

    Sky Pharaoh's Throne Card 4:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Sky Pharaoh's Throne Card 5:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Sky Pharaoh's Throne Card 6:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Sky Pharaoh's Throne Card 7:
    Tar Tomb
    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.

    Sky Pharaoh's Throne Card 8:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

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

    Sky Pharaoh's Throne Card 9:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Sky Pharaoh's Throne Card 10:
    Chakram of Ruin
    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.

    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

    Hall of the Crocodile Kings Card 1:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 2:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 5:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 6:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    Hall of the Crocodile Kings Card 10:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    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
    Located here: Selty

    Eternal Arena Card 1:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Eternal Arena Card 2:
    Giant Slug
    Ally B

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Eternal Arena Card 3:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Eternal Arena Card 4:
    Galvanic Kopis +2
    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.

    Eternal Arena Card 5:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 6:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 7:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 8:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 9:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 10:
    Giant Mummified Crocodile
    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.

    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

    Sculptors Lair Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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
    Located here: Thargrap, CT

    Forgery of Ra Card 1:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Forgery of Ra Card 2:
    Polymorph Gas
    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.

    Forgery of Ra Card 3:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Forgery of Ra Card 4:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Forgery of Ra Card 5:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Forgery of Ra Card 6:
    Holy Word Trap
    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.

    Forgery of Ra Card 7:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

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

    Forgery of Ra Card 8:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Forgery of Ra Card 9:
    Venomous Heavy Crossbow +2
    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.

    Forgery of Ra Card 10:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

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

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Shae,

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 3:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 4:
    Plasma Ooze
    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.

    Chisisek's Tomb Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 6:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 7:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 9:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Chisisek's Tomb Card 10:
    Spite Cloud
    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.


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

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of the Ancients
    Location: Eternal Arena
    Location Power:When you move during your move step, you are dealt 1d6 Combat damage.
    Adventure Powers:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
  • 1–2. Acid damage
  • 3–4. Electricity damage
  • 5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2..

    Alchemist's Shield:

    Armor 2
    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Craft 6: 1d8 + 5 ⇒ (3) + 5 = 8

    Roll Details:

    Craft - 1d8+5

    Discard Toff to explore again

    Giant Slug:

    Ally B
    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Wisdom 6: 1d4 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5

    Roll Details:

    Wisdom - 1d4
    Shae's Gift - 1d4+2

    EoT Damage Type: 1d6 ⇒ 1
    Acid Damage: 1d4 ⇒ 3
    Man, I wish I had that slug now!

    Discard 3 and suffer Curse of the Mummy

    "Seltyiel ends his turn.

    Seltyiel attempts to recover a spell from his discards.
    Embiggen: Arcane 10: 1d8 + 6 ⇒ (3) + 6 = 9 -> Embiggen stays discarded.

    Seltyiel resets his hand."

    Drew Elemental Treaty Immediately display it

    "

    Seltyiel wrote:

    Hand: Spellsword +2, Sawtooth Saber, Staff of Heaven and Earth, Blessing of Angradd,

    Displayed: Elemental Treaty,
    Deck: 14 Discard: 4 Buried: 0
    Current Location: Eternal Arena
    Hero Points: 9 // Seltyiel has the following curses marked:
    Curse of the Mummy:
    While Marked:
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    NOTES:
    Other: Paizo Re-Roll Used for 3-6D? N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruan Mirukova, Disintegrate, The Rakshasa, Arcana Theft, Aegis of Recovery, Gorum's Iron, Wyrmsmite, Staff of Minor Healing, Demonbane Longsword +2, Golembane Hammer +2, Chain Lightning, Meteor Swarm, Gallivance, Abadar's Law
    Recharged:
    Discard Pile: Toff Ornelos, Alchemist's Shield, Embiggen, Death's Touch,
    Buried Pile:

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

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapons, 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.

    "

    End of Turn Summary
    Acquired card 1 of the Eternal Arena
    Banished card 2 of Eternal Arena
    Display Elemental Treaty at Eternal Arena


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

    Hour: Anubis. Move to Forgery and explore, encounter Mistmail. Auto-fail, armor is banished. Recharge Sun Falcon to explore, encounter Polymorph Gas.

    Barrier is evaded, location is shuffled.

    Discard Uprising to explore.

    Which card encountered?: 1d9 + 1 ⇒ (4) + 1 = 5 - Coffer Corpse

    Combat 8 w/ Guardian Bow: 1d8 + 1d8 + 9 ⇒ (3) + (2) + 9 = 14

    Combat 10 w/ Guardian Bow: 1d8 + 1d8 + 9 ⇒ (6) + (7) + 9 = 22 - monster defeated, Thargrap buries

    At Forgery, all EOT damage is fire damage. Will just roll to see how much.

    How much EOT fire damage?: 1d4 ⇒ 2 - blocked by innate immunity

    Shae wrote:

    Hand: Guardian Bow, Old Deadeye, Impervious Chain Shirt, Lady Despair, Ring of Immolation, Starbow, Billy Bumbershoot (Marine), Arueshalae's Gift,

    Displayed:
    Deck: 14 Discard: 1 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+6 for NC check vs. bane."

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS: (Redeemed)
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1 [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

    At Forgery, cards 2-4,6-10 are shuffled. Thargrap buries Coffer Corpse. Polymorph Gas barrier is in location.


    Alahazra deck

    OFF-TURN ACTIONS:
    On Shaes turn -
    Recharge blessing of the all seeing eye to examine Crypt
    Crypt Card 1: Kalnaka
    Crypt Card 2: Tooled Crocodile Skin
    Crypt Card 3: Blessing of Abadar
    Crypt Card 4: Hungry Fog
    Reorder: Blessing of Abadar, Tooled Crocodile Skin, Kalnaka, Hungry Fog

    Hourglass Discard: Blessing of the Ancients
    Start of Turn:

    Explore: Blessing of Abadar
    auto acquire

    discard crystal ball to look at top 3 cards, choose to put them back in the same order i already chose, then explore
    Explore: Tooled Crocodile Skin
    auto fail

    discard blessing of abadar (acquired) to explore
    Explore: Kalnaka
    cast volcanic storm, use shaes gift for cha
    Combat 22: 1d10 + 7 + 1d4 + 2 + 3d6 + 1d8 ⇒ (7) + 7 + (2) + 2 + (4, 4, 2) + (3) = 31

    End of turn:
    Type of damage: 1d6 ⇒ 2
    Amount of damage: 1d4 ⇒ 1
    Recharge helm of electric radiance

    Alahazra ends her turn.

    Alahazra attempts to recover all cards in her Recovery pile.
    Volcanic Storm: Divine 13: 1d10 + 7 + 1d4 + 2 ⇒ (6) + 7 + (1) + 2 = 16 -> Volcanic Storm recharged discarded.

    Alahazra resets her hand.

    "

    Alahazra wrote:

    Hand: Sirocco, Druid of the Flame, Blessing of the Spellbound 1, Blessing of Abadar, Blessing of the Lady of Graves, Death's Touch, Vampire Bat, Embiggen,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Crypt
    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
    Movement: Scourge of the Mummy
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mist Horn, Sand Elemental, Fire Snake, Blessing of the Seventh Veil, Tetisurah (loot), Blessing of Osiris, Breath of Life, Divine Blaze, Blessing of Pharasma, Phoenix Cloak
    Recharged: Blessing of the All-Seeing Eye, Helm of Electric Radiance, Volcanic Storm,
    Discard Pile: Crystal Ball, Blessing of Abadar (acquired),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "

    Top card of Crypt is Card 4 - Hungry Fog


    Hour: Ancients

    Explore: Day Star Half-Plate
    Gift on Con for +d4+2
    Fort 10: 1d8 + 2 + 1d4 + 2 ⇒ (5) + 2 + (3) + 2 = 12 Acquired.

    Recharge Blessing of the Ancients to examine: Polymorph Gas
    Gift, banish Coffer Corpse, bury The Beating to bless
    Fort 14: 1d8 + 2 + 1d4 + 2 + 1d4 + 1 + 1d8 ⇒ (8) + 2 + (4) + 2 + (2) + 1 + (1) = 20 Defeated.

    End of turn:
    Damage type: 1d6 ⇒ 1=Acid, Damage amount: 1d4 ⇒ 1. Recharge Scarab Buckler to block.

    Draw up to 5.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8 +3
    Arcane +2

    Powers
    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 ([X7] 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

    Hand: Thundering Earthbreaker, Giant Form, Day Star Half-Plate, Staff of Minor Healing, Djinn
    Displayed: Blood God Nulgreth
    Deck: 16 Discard: 0 Buried: 1
    Hero Points: 2 Shirt Reroll Available (3-6D): Yes
    Notes: d8s vs local banes available: 1

    Thundering Earthbreaker:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Respect
    Magic

    Checks
    Strength
    Melee
    15

    Powers
    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 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

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


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Guardian Thunderbirds
    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 3
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 4
    Spoiler:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it still counts as defeated.

    Monster 5
    Spoiler:
    Hollow Serpent
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Barrier 2
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 3
    Spoiler:
    Thousand Suns
    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 4
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

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

    Barrier 5
    Spoiler:
    Sightless Starvation
    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.

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

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

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

    Weapon 2
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 4
    Spoiler:
    Axe of the Imperative
    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 5
    Spoiler:
    Staff of the Hooded Cobra
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Boneshatter
    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 2
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Symbol of Pain
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

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

    Spell 4
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 5
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

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

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

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

    Armor 3
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Armor 5
    Spoiler:
    Gravewatcher Chain Mail
    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.

    Random Items:
    Item 1
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

    Item 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Item 3
    Spoiler:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 4
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Item 5
    Spoiler:
    Pure Holy Water
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Commander Abdallah
    Ally 3

    Traits
    Human
    Fighter

    Check
    Combat
    11

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

    Ally 2
    Spoiler:
    Giant Slug
    Ally B

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Maftet Hunter
    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 5
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

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

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 5
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Turn: 6 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Isis

    Top Blessing:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 2 (Turn 8 Seltyiel)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 3 (Turn 9 Arueshalae)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 4 (Turn 10 Alahazra)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 5 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 6 (Turn 12 Channa Ti)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessings Deck Card 7 (Turn 13 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 8 (Turn 14 Seltyiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 9 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 10 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 11 (Turn 17 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 12 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 13 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 14 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 15 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 16 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 17 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 18 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 19 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 20 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 23 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 24 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Athnul, Haz

    Crypt Card 1 - Hungry Fog:
    Hungry Fog
    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.

    Crypt Card 2:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Crypt Card 4:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Crypt Card 5:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    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

    Hall of Winged Chaos Card 1:
    Ecorche
    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.

    Hall of Winged Chaos Card 2:
    Mumia
    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.

    Hall of Winged Chaos Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of Winged Chaos Card 4:
    Living Sandstorms
    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.

    Hall of Winged Chaos Card 5:
    Blast Glyph
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Hall of Winged Chaos Card 8:
    Sky Pharaoh's Curse
    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.

    Hall of Winged Chaos Card 9:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Hall of Winged Chaos Card 10:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:4 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sky Pharaoh's Throne Card 1:
    Ecorche
    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.

    Sky Pharaoh's Throne Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sky Pharaoh's Throne Card 3:
    Volcanic Storm
    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.

    Sky Pharaoh's Throne Card 4:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Sky Pharaoh's Throne Card 5:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Sky Pharaoh's Throne Card 6:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Sky Pharaoh's Throne Card 7:
    Tar Tomb
    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.

    Sky Pharaoh's Throne Card 8:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

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

    Sky Pharaoh's Throne Card 9:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Sky Pharaoh's Throne Card 10:
    Chakram of Ruin
    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.

    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

    Hall of the Crocodile Kings Card 1:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 2:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 5:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 6:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    Hall of the Crocodile Kings Card 10:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    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:0 I:0 Al:0 Bl:0 ?:1
    Located here: Selty

    Eternal Arena Card 1:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Eternal Arena Card 2:
    Galvanic Kopis +2
    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.

    Eternal Arena Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 4:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 6:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 7:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 8:
    Giant Mummified Crocodile
    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.

    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

    Sculptors Lair Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Thargrap, CT, Shae,
    Notes:

    Forgery of Ra Card 1:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Forgery of Ra Card 2:
    Venomous Heavy Crossbow +2
    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.

    Forgery of Ra Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Forgery of Ra Card 4:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

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

    Forgery of Ra Card 5:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Forgery of Ra Card 6:
    Holy Word Trap
    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.

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 3:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 4:
    Plasma Ooze
    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.

    Chisisek's Tomb Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 6:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 7:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 9:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Chisisek's Tomb Card 10:
    Spite Cloud
    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.


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

    Recharge Remove Curse to banish Selty's Curse of the Mummy.

    The hour of Isis
    Remain at Forgery of Ra.

    Display Aspect of the Bull.
    Explore:

    Vanth:
    Monster 2
    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    BYA Random scourge: 1d10 ⇒ 2 Curse of Poisoning
    Reveal Seaborne Trident +1, Aspect of the Bull adds a die, Shae's Gift for Strength.
    Combat 13: 2d4 + 1d8 + 1 + 1d4 + 2 ⇒ (4, 4) + (8) + 1 + (2) + 2 = 21 defeated
    Thargrap can bury Vanth.

    Recharge Velociraptor to explore:

    Venomous Heavy Crossbow +2:
    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.

    Dexterity 10: 1d8 + 2 ⇒ (8) + 2 = 10 acquired

    Discard BoKetephys to explore:

    Usij Ghul:
    Henchman Monster 6
    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Damage type: 1d6 ⇒ 5 Fire
    Other local characters so no BYA.
    Reveal and discard Venomous Heavy Crossbow, BoKetephys adds a d4, Asking for a d8 from Thargrap.
    Combat 25+4=29: 1d8 + 2 + 1d10 + 2 + 1d12 + 1d4 + 1d8 ⇒ (1) + 2 + (10) + 2 + (4) + (1) + (3) = 23 Hero Point re-roll
    Combat 25+4=29: 1d8 + 2 + 1d10 + 2 + 1d12 + 1d4 + 1d8 ⇒ (7) + 2 + (5) + 2 + (3) + (3) + (6) = 28 Paizo re-roll the d12
    Combat 25+4=29: 7 + 2 + 5 + 2 + 1d12 + 3 + 6 ⇒ 7 + 2 + 5 + 2 + (10) + 3 + 6 = 35 defeated
    AYA, local characters take Fire damage (alphabetical):
    CT's Fire damage: 1d4 ⇒ 4 Recharge Breath of Life to reduce to 0
    Shae's Fire damage: 1d4 ⇒ 2 Shae's innate power reduces to 0
    Thargrap's Fire damage: 1d4 ⇒ 1 Assume Thargrap's armor recharges to reduce that to 0
    Attempt to close location. CT is dealt Fire damage: 1d6 ⇒ 2
    Recharge Seaborne Trident +1 to reduce to 0.
    Forgery of Ra closed. No buried armor to draw.

    End turn.
    Damage type: 1d6 ⇒ 6
    Fire damage: 1d4 ⇒ 3 No cards to discard, suffer scourge Curse of Mummy.
    Reset hand.

    Channa Ti wrote:

    Hand: Eruption, Ice Strike (c), Cloud Puff, Mastiff, Shadowcat, Blessing of Pharasma,

    Displayed: Aspect of the Bull,
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Forgery of Ra
    Unused Hero Points: 2 // Channa Ti has the following scourges marked:
    Curse of Poisoning:
    While Marked:
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

    "Lo! The fire burns hot in your veins!"

    Curse of the Mummy:
    While Marked:
    While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it.

    If you already have Curse of the Mummy displayed, banish this card.

    "Send your best raiders! All will be lost!"


    NOTES:
    Available Support: Cloud Puff, Shadowcat & Blessing available. CT can recharge a Liquid/Magic/Divine card to reduce Acid, Fire or Poison damage to a local character to 0.
    Other: Dice Re-Roll Used for 6D?: Y

    Curse of Poisoning: 1d6 ⇒ 3 Recharge Cloud Puff

    At the start of Athnul's turn, display Mastiff to draw 2 cards: Blessing of Nivi Rhombodazzle & Moose.
    Channa Ti wrote:

    Hand: Eruption, Ice Strike (c), Moose, Shadowcat, Blessing of Pharasma, Blessing of Nivi Rhombodazzle,

    Displayed: Aspect of the Bull, Mastiff,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Forgery of Ra
    Unused Hero Points: 2 // Channa Ti has the following scourges marked:
    Curse of Poisoning:
    While Marked:
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

    "Lo! The fire burns hot in your veins!"

    Curse of the Mummy:
    While Marked:
    While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it.

    If you already have Curse of the Mummy displayed, banish this card.

    "Send your best raiders! All will be lost!"


    NOTES:
    Available Support: Shadowcat & Blessings available. CT can recharge a Liquid/Magic/Divine card to reduce Acid, Fire or Poison damage to a local character to 0.
    Other: Dice Re-Roll Used for 6D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Aspect of the Hawk, Canopic Conversion (tr), Blessing of the Sages, Mask of the Forgotten Pharaoh (loot), Mammoth Hide Armor, Vampire Squid
    Recharged: Balmberry Bush, Remove Curse (tr), Velociraptor, Breath of Life, Seaborne Trident +1, Cloud Puff,
    Discard Pile: Blessing of Ketephys, Venomous Heavy Crossbow (acq),
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☑ +1 ☑ +2
    Craft: Intelligence +3
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3
    Divine: Wisdom +2
    Survival: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard (☑ 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.


    Bury Vanth
    Banish The Beating for CT
    Bury Usij Ghoul.
    Discard Giant Form for 1 Fire damage. Suffer Curse of the Mummy.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8 +3
    Arcane +2

    Powers
    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 ([X7] 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

    Hand: Thundering Earthbreaker, Day Star Half-Plate, Staff of Minor Healing, Djinn
    Displayed: Blood God Nulgreth, Curse of the Mummy
    Deck: 16 Discard: 1 Buried: 2
    Hero Points: 2 Shirt Reroll Available (3-6D): Yes
    Notes: d8s vs local banes available: 2

    Thundering Earthbreaker:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Respect
    Magic

    Checks
    Strength
    Melee
    15

    Powers
    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 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

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


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 2
    Spoiler:
    Ammut
    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
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Monster 4
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

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

    Monster 5
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 2
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

    Powers
    When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.

    Barrier 3
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 4
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 2
    Spoiler:
    Galvanic Kopis +2
    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 3
    Spoiler:
    Dancing Scimitar +2
    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.

    Weapon 4
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Weapon 5
    Spoiler:
    Chakram of Ruin
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Symbol of Pain
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

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

    Spell 5
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Random Armors:
    Armor 1
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

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

    Armor 2
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

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

    Armor 3
    Spoiler:
    Aegis of Recovery
    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 4
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 5
    Spoiler:
    Elemental Brass Mail
    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.

    Random Items:
    Item 1
    Spoiler:
    Key of the Second Vault
    Item C

    Traits
    Object
    Magic
    Abadar

    Check
    Disable
    Perception
    Arcane
    Divine
    10

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

    Item 2
    Spoiler:
    Scarab of Khepri
    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 3
    Spoiler:
    Wyvern Poison
    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.

    Item 4
    Spoiler:
    Pure Holy Water
    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 5
    Spoiler:
    Hand of Glory
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

    Powers
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Hippopotamus Mud Elemental
    Ally 6

    Traits
    Elemental
    Acid

    Check
    Wisdom
    Survival
    14

    Powers
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check by a character at your location that invokes the Acid or Bludgeoning trait.
    Discard this card to explore your location. Add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration.

    Ally 3
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Druid of the Storm
    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 5
    Spoiler:
    Marianix Karn
    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.

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 4
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 7 Athnul/magi210

    Top of Blessing Discard Pile: Blessing of the Lady of Graves

    Top Blessing:
    Blessing of the Lady of Graves
    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.


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Seltyiel)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 2 (Turn 9 Arueshalae)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 3 (Turn 10 Alahazra)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 4 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 5 (Turn 12 Channa Ti)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessings Deck Card 6 (Turn 13 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 9 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 11 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 12 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 13 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 14 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 15 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 16 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 17 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 18 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 19 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 22 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 23 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Athnul, Haz

    Crypt Card 1 - Hungry Fog:
    Hungry Fog
    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.

    Crypt Card 2:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Crypt Card 4:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Crypt Card 5:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    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

    Hall of Winged Chaos Card 1:
    Ecorche
    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.

    Hall of Winged Chaos Card 2:
    Mumia
    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.

    Hall of Winged Chaos Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of Winged Chaos Card 4:
    Living Sandstorms
    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.

    Hall of Winged Chaos Card 5:
    Blast Glyph
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Hall of Winged Chaos Card 8:
    Sky Pharaoh's Curse
    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.

    Hall of Winged Chaos Card 9:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Hall of Winged Chaos Card 10:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:4 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sky Pharaoh's Throne Card 1:
    Ecorche
    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.

    Sky Pharaoh's Throne Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sky Pharaoh's Throne Card 3:
    Volcanic Storm
    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.

    Sky Pharaoh's Throne Card 4:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Sky Pharaoh's Throne Card 5:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Sky Pharaoh's Throne Card 6:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Sky Pharaoh's Throne Card 7:
    Tar Tomb
    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.

    Sky Pharaoh's Throne Card 8:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

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

    Sky Pharaoh's Throne Card 9:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Sky Pharaoh's Throne Card 10:
    Chakram of Ruin
    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.

    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

    Hall of the Crocodile Kings Card 1:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 2:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 5:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 6:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    Hall of the Crocodile Kings Card 10:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    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:0 I:0 Al:0 Bl:0 ?:1
    Located here: Selty

    Eternal Arena Card 1:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Eternal Arena Card 2:
    Galvanic Kopis +2
    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.

    Eternal Arena Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 4:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 6:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 7:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 8:
    Giant Mummified Crocodile
    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.

    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

    Sculptors Lair Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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: Thargrap, CT, Shae,
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 3:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 4:
    Plasma Ooze
    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.

    Chisisek's Tomb Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 6:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 7:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 9:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Chisisek's Tomb Card 10:
    Spite Cloud
    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.

  • Wayfinders

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

    Turn 7: Blessing of the Lady of Graves

    Free Explore: Hungry Fog (Perception 10)

    Reveal Headband to add 2

    Perception 10: 1d10 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18 -> Defeated.

    Discard Blessing of Lamashtu to explore.

    Explore 2: Ridaya Possessed.

    Pausing for discussion.

    Wayfinders

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

    Reveal Desna's freedom to evade.

    End turn, reset hand.

    EOT type: 1d6 ⇒ 2 (acid) damage: 1d4 ⇒ 2

    Bury Desna's Freedom to reduce damage to 0.

    "

    Athnul wrote:

    Hand: Amulet of Furious Fists, Blessing of Abadar, Blessing of Lamashtu, Headband of Inspired Wisdom, Blessing of Norgorber, Steel Ibis Lamellar,

    Displayed:

    Deck: 13 Discard: 3 Buried: 1
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-6D: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Find Traps, Wayfinder, Riftwarden, Clockwork Librarian, The Owl, Evangelist, Blessing of Gorum, Steal Soul, Ring of Energy Resistance, Imp, Blessing of Lamashtu 2, Pious Healer
    Recharged: Blood Periapt,
    Discard Pile: Blessing of Milani, Riding Allosaurus, Blessing of Lamashtu 3,
    Buried Pile: Desnas Freedom,

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

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

    "


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Guardian Thunderbirds
    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 2
    Spoiler:
    Mummy Lord
    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 3
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 4
    Spoiler:
    Burning Child
    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 5
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Random Barriers:
    Barrier 1
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 2
    Spoiler:
    Polymorph Gas
    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
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Barrier 4
    Spoiler:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

    Powers
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Barrier 5
    Spoiler:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Weapon 4
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 5
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Icy Prison
    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 3
    Spoiler:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Canopic Conversion
    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
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Random Armors:
    Armor 1
    Spoiler:
    Rhino Hide Armor
    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.

    Armor 2
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

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

    Armor 5
    Spoiler:
    Horn Lamellar
    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.

    Random Items:
    Item 1
    Spoiler:
    Key of the Second Vault
    Item C

    Traits
    Object
    Magic
    Abadar

    Check
    Disable
    Perception
    Arcane
    Divine
    10

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

    Item 2
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 3
    Spoiler:
    Pure Holy Water
    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 4
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 5
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Clockwork Menial
    Ally 3

    Traits
    Automaton

    Check
    Intelligence
    Craft
    9

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

    Ally 2
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

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

    Ally 3
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

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

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 4
    Spoiler:
    Blessing of the Lady of Graves
    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 5
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Turn: 8 Seltyiel/Gimry

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    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: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Arueshalae)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Deck Card 2 (Turn 10 Alahazra)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 3 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 4 (Turn 12 Channa Ti)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessings Deck Card 5 (Turn 13 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 6 (Turn 14 Seltyiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 8 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 9 (Turn 17 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 10 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 11 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 12 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 13 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 14 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 15 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 16 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 17 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 18 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 21 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 22 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Athnul, Haz
    Notes: Ridaiya Possessed

    Crypt Card 1:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Crypt Card 2:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 3:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Crypt Card 4:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    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

    Hall of Winged Chaos Card 1:
    Ecorche
    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.

    Hall of Winged Chaos Card 2:
    Mumia
    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.

    Hall of Winged Chaos Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of Winged Chaos Card 4:
    Living Sandstorms
    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.

    Hall of Winged Chaos Card 5:
    Blast Glyph
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Hall of Winged Chaos Card 8:
    Sky Pharaoh's Curse
    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.

    Hall of Winged Chaos Card 9:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Hall of Winged Chaos Card 10:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:4 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sky Pharaoh's Throne Card 1:
    Ecorche
    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.

    Sky Pharaoh's Throne Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sky Pharaoh's Throne Card 3:
    Volcanic Storm
    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.

    Sky Pharaoh's Throne Card 4:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Sky Pharaoh's Throne Card 5:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Sky Pharaoh's Throne Card 6:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Sky Pharaoh's Throne Card 7:
    Tar Tomb
    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.

    Sky Pharaoh's Throne Card 8:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

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

    Sky Pharaoh's Throne Card 9:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Sky Pharaoh's Throne Card 10:
    Chakram of Ruin
    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.

    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

    Hall of the Crocodile Kings Card 1:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 2:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 5:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 6:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    Hall of the Crocodile Kings Card 10:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    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:0 I:0 Al:0 Bl:0 ?:1
    Located here: Selty
    Notes: Elemental Treaty displayed

    Eternal Arena Card 1:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Eternal Arena Card 2:
    Galvanic Kopis +2
    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.

    Eternal Arena Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 4:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 6:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 7:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 8:
    Giant Mummified Crocodile
    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.

    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

    Sculptors Lair Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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: Thargrap, CT, Shae,
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 3:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 4:
    Plasma Ooze
    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.

    Chisisek's Tomb Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 6:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 7:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 9:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Chisisek's Tomb Card 10:
    Spite Cloud
    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.


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

    OFF-TURN ACTIONS:
    Remove Curse of the Mummy. Thanks CT!

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of Maat
    Location: Eternal Arena
    Location Power:When you move during your move step, you are dealt 1d6 Combat damage.
    Adventure Powers:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
  • 1–2. Acid damage
  • 3–4. Electricity damage
  • 5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2..

    Deathgrip:

    Spell 2
    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Cannot fail an Arcane 8

    Acquiring a spell lets me explore again

    Galvanic Kopis +2:

    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.

    Dexterity 10: 1d6 + 1d4 + 2 + 2 ⇒ (1) + (1) + 2 + 2 = 6

    Roll Details:

    Dexterity - 1d6
    Shae's Gift - 1d4+2
    Magus Expertise - 2

    Damage Type: 1d6 ⇒ 4
    Damage: 1d4 ⇒ 3

    Wait, really!!! Ugh

    Elemental Treaty reduces damage by 1, I will bury Angradd for 2

    "Seltyiel ends his turn.

    Seltyiel attempts to recover a spell from his discards.
    Embiggen: Arcane 10: 1d8 + 7 ⇒ (1) + 7 = 8 -> Embiggen stays discarded.

    Seltyiel wrote:

    Hand: Spellsword +2, Sawtooth Saber, Deathgrip, Staff of Heaven and Earth, The Rakshasa,

    Displayed: Elemental Treaty,
    Deck: 13 Discard: 4 Buried: 1
    Current Location: Eternal Arena
    Hero Points: 9
    NOTES:
    Other: Paizo Re-Roll Used for 3-6D? N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Golembane Hammer +2, Demonbane Longsword +2, Arcana Theft, Abadar's Law, Gorum's Iron, Wyrmsmite, Chain Lightning, Meteor Swarm, Disintegrate, Ruan Mirukova, Staff of Minor Healing, Gallivance, Aegis of Recovery
    Recharged:
    Discard Pile: Toff Ornelos, Alchemist's Shield, Embiggen, Death's Touch,
    Buried Pile: Blessing of Angradd,

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

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

    End of Turn Summary
    Acquired Card 1 of Arena
    Banished Card 2 of Arena


  • During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    Sard
    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
    Spoiler:
    Furies of the Drowned Desert
    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 4
    Spoiler:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 2
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 3
    Spoiler:
    Thousand Suns
    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 4
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 5
    Spoiler:
    Holy Word Trap
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 2
    Spoiler:
    Crook and Flail of Kings
    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.

    Weapon 3
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 4
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Weapon 5
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

    Powers
    Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
    At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

    Spell 2
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 3
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

    Spell 5
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Random Armors:
    Armor 1
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

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

    Armor 2
    Spoiler:
    Skyplate Armor
    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
    Spoiler:
    Aegis of Recovery
    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 4
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 5
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

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

    Item 2
    Spoiler:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Item 3
    Spoiler:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 4
    Spoiler:
    Spellbottle
    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
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Random Allies:
    Ally 1
    Spoiler:
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    10

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

    Ally 2
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Ally 3
    Spoiler:
    Giant Slug
    Ally B

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Ally 4
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

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

    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ptah
    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 2
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 4
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 9 Arueshalae/wkover

    Top of Blessing Discard Pile: Blessing of Bastet

    Top Blessing:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Alahazra)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 2 (Turn 11 Thargrap)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 3 (Turn 12 Channa Ti)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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

    Blessings Deck Card 4 (Turn 13 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 6 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 7 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 9 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 10 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 11 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 12 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 13 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 14 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 15 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 16 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 17 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 20 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 21 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Athnul, Haz
    Notes: Ridaiya Possessed

    Crypt Card 1:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Crypt Card 2:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 3:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Crypt Card 4:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    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

    Hall of Winged Chaos Card 1:
    Ecorche
    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.

    Hall of Winged Chaos Card 2:
    Mumia
    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.

    Hall of Winged Chaos Card 3:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of Winged Chaos Card 4:
    Living Sandstorms
    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.

    Hall of Winged Chaos Card 5:
    Blast Glyph
    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.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Hall of Winged Chaos Card 8:
    Sky Pharaoh's Curse
    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.

    Hall of Winged Chaos Card 9:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Hall of Winged Chaos Card 10:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:4 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1

    Sky Pharaoh's Throne Card 1:
    Ecorche
    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.

    Sky Pharaoh's Throne Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sky Pharaoh's Throne Card 3:
    Volcanic Storm
    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.

    Sky Pharaoh's Throne Card 4:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Sky Pharaoh's Throne Card 5:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Sky Pharaoh's Throne Card 6:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Sky Pharaoh's Throne Card 7:
    Tar Tomb
    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.

    Sky Pharaoh's Throne Card 8:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

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

    Sky Pharaoh's Throne Card 9:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Sky Pharaoh's Throne Card 10:
    Chakram of Ruin
    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.

    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

    Hall of the Crocodile Kings Card 1:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 2:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 3:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 4:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 5:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 6:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 7:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 8:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    Hall of the Crocodile Kings Card 10:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Selty
    Notes: Elemental Treaty displayed

    Eternal Arena Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 3:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 4:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 6:
    Giant Mummified Crocodile
    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.

    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

    Sculptors Lair Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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: Thargrap, CT, Shae,
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Chisisek's Tomb Card 1:
    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.

    Chisisek's Tomb Card 2:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 3:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 4:
    Plasma Ooze
    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.

    Chisisek's Tomb Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 6:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 7:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 9:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Chisisek's Tomb Card 10:
    Spite Cloud
    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.


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

    Hour: Bastet.

    Move to Hall of Winged Chaos and explore. Encounter Ecorche.

    Combat 20 w/ guardian bow, my Lady Despair (undead bonus): 4d8 + 9 ⇒ (1, 1, 1, 2) + 9 = 14 - lol what?, use hero point (7 left)

    Combat 20 w/ guardian bow, my Lady Despair (undead bonus): 4d8 + 9 ⇒ (8, 2, 1, 2) + 9 = 22 - ecorche defeated

    Discard Billy to explore, encounter Mumia. Auto-fail to acquire, item is banished.

    EOT elec damage? (loc power): 1d4 ⇒ 1 - blocked by immunity

    Display armor, draw up.

    Shae wrote:

    Hand: Guardian Bow, Old Deadeye, The Paladin, White War Paint, Ring of Immolation, Starbow, Lolly Popkin (Priest), Arueshalae's Gift,

    Displayed: Impervious Chain Shirt,
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 7
    "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+6 for NC check vs. bane."

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS: (Redeemed)
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1 [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

    Top card of HoWC is card 3.


    Alahazra deck

    OFF-TURN ACTIONS:
    On Shaes turn -
    Recharge blessing of the spellbound to examine Crypt
    Crypt Card 1: The Evil Eye - Trigger
    When you examine this card or if undefeated, suffer a scourge, then banish this card.
    Scourge: 1d10 ⇒ 10 Curse of the Mummy
    Crypt Card 2: Ridaiya Possessed
    Crypt Card 3: Frost Staff
    Crypt Card 4: Coffer Corpse
    Let someone reorder

    Recharge Blessing of the Lady of Graves to examine Hall of Winged Chaos
    Hall of Winged Chaos Card 1: Ecorche
    Hall of Winged Chaos Card 2: Mumia
    Hall of Winged Chaos Card 3: Usij Ghul
    Hall of Winged Chaos Card 4: Living Sandstorms - Trigger
    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.
    Cast Embiggen, recharge Sirocco for a d8, using shaes gift for dex
    Dexterity 13: 1d8 + 1d12 + 1d8 + 2 ⇒ (3) + (7) + (5) + 2 = 17
    Reorder: mumia on top, everything else let someone else reorder

    Alahazra attempts to recover all cards in her Recovery pile.
    Embiggen: Divine 10: 1d12 + 7 + 1d8 + 2 ⇒ (3) + 7 + (4) + 2 = 16 -> Embiggen recharged .

    Hourglass Discard: Blessing of Thoth

    Move: Move to Hall of Winged Chaos

    Explore: Mumia
    use shaes gift for intelligence
    Intelligence 8: 1d8 ⇒ 2

    Recharge Blessing of Abadar to examine Sky Pharaoh's Throne
    Sky Pharaoh's Throne Card 1: Ecorche
    Sky Pharaoh's Throne Card 2: Usij Ghul
    Sky Pharaoh's Throne Card 3: Volcanic Storm
    Sky Pharaoh's Throne Card 4: Baited Jewel Box - Trigger
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    I only have spells and an ally in hand so trigger doesnt happen

    End of turn:
    Type of damage: 1d6 ⇒ 6
    Amount of damage: 1d4 ⇒ 2
    Discard Druid of the Flame, bury vampire bat

    "

    Alahazra wrote:

    Hand: Mist Horn, Sand Elemental, Blessing of Osiris, Blessing of Pharasma, Divine Blaze, Breath of Life, Blessing of the Seventh Veil, Death's Touch,

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Hall of Winged Chaos
    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
    Movement: Scourge of the Mummy
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Tetisurah (loot), Phoenix Cloak
    Recharged: Blessing of the All-Seeing Eye, Helm of Electric Radiance, Volcanic Storm, Blessing of the Spellbound 1, Blessing of the Lady of Graves, Sirocco, Embiggen, Blessing of Abadar,
    Discard Pile: Crystal Ball, Blessing of Abadar (acquired), Druid of the Flame,
    Buried Pile: Vampire Bat,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "

    Wayfinders

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

    Autofail dex check, Damage: 1d4 ⇒ 2 -> Reveal Ibis armor to soak damage.


    Alahazra deck

    Edit: Forgot the first 2 cards of the Hall of winged chaos had already been encountered.

    Recharge Blessing of the Lady of Graves to examine Hall of Winged Chaos
    Hall of Winged Chaos Card 3: Usij Ghul
    Hall of Winged Chaos Card 4: Living Sandstorms - Trigger
    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.
    Cast Embiggen, recharge Sirocco for a d8, using shaes gift for dex
    Dexterity 13: 1d8 + 1d12 + 1d8 + 2 ⇒ (3) + (7) + (5) + 2 = 17
    Hall of Winged Chaos Card 5: Blast Glyph - Trigger
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    Recharge vampire bat for a d8
    Intelligence 10: 2d12 ⇒ (12, 1) = 13
    Hall of Winged Chaos Card 6: Blessing of Pharasma
    Reorder: Blessing of Pharasma, Usij Ghoul, Blast Glyph, Living Sanstorms

    Alahazra attempts to recover all cards in her Recovery pile.
    Embiggen: Divine 10: 1d12 + 7 + 1d8 + 2 ⇒ (3) + 7 + (4) + 2 = 16 -> Embiggen recharged .

    Hourglass Discard: Blessing of Thoth

    Move: Move to Hall of Winged Chaos

    Explore: Blessing of Pharasma
    auto acquire

    Recharge Blessing of Abadar to examine Sky Pharaoh's Throne
    Sky Pharaoh's Throne Card 1: Ecorche
    Sky Pharaoh's Throne Card 2: Usij Ghul
    Sky Pharaoh's Throne Card 3: Volcanic Storm
    Sky Pharaoh's Throne Card 4: Baited Jewel Box - Trigger
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    I only have a spell, blessing and an ally in hand so trigger doesnt happen

    Discard Druid of the Flame to explore
    Explore: Usij Ghul
    Before you act, if you are the only character at your location, you are dealt 1d4 damage. - Shaes here yay!

    use shaes gift for charisma, cast deaths touch and discard blessing of pharasma to bless
    Combat 25: 3d10 + 7 + 1d4 + 2 + 3d6 + 3 ⇒ (8, 9, 4) + 7 + (3) + 2 + (6, 6, 5) + 3 = 53

    After you act, each character at your location is dealt 1d4 damage. - I have no cards in hand

    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.

    No cards in hand for eot damage

    Alahazra ends her turn.

    Alahazra attempts to recover all cards in her Recovery pile.
    Death's Touch: Divine 15: 1d10 + 7 + 1d4 + 2 ⇒ (4) + 7 + (4) + 2 = 17 -> Death's Touch recharged.

    Alahazra resets her hand.

    "

    Alahazra wrote:

    Hand: Mist Horn, Blessing of Osiris, Blessing of Pharasma, Divine Blaze, Breath of Life, Sand Elemental, Blessing of the Seventh Veil, Fire Snake,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Hall of Winged Chaos
    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
    Movement: Scourge of the Mummy -
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. You may only have 1 copy of this card displayed.
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Phoenix Cloak, Tetisurah (loot)
    Recharged: Blessing of the All-Seeing Eye, Helm of Electric Radiance, Volcanic Storm, Blessing of the Spellbound 1, Blessing of the Lady of Graves, Sirocco, Vampire Bat, Embiggen, Blessing of Abadar, Death's Touch,
    Discard Pile: Crystal Ball, Blessing of Abadar (acquired), Druid of the Flame, Blessing of Pharasma (acquired),
    Buried Pile:

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "


    Alahazra deck

    Usij Ghoul damage type:
    damage type: 1d6 ⇒ 5


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

    Out of turn: Fire damage + random movement.

    How much fire damage from henchman?: 1d4 ⇒ 4 - immunity blocks 3, discard Starbow for remaining damage

    Random movement & examinations from Haz examining Sandstorm. Assuming Ghul is on top of Sky Pharaoh's Throne from previous Haz scouting.

    Where does Shae end up?: 1d6 ⇒ 3 - Hall of Croc Kings, Effigy of Anubis examined (location shuffled)
    Where does Haz end up?: 1d6 ⇒ 6 - Chisisek's Tomb, B of Abadar examined (location shuffled)
    Where does Thargrap end up?: 1d6 ⇒ 5 - Sculptor's Lair, Usij Ghul examined
    Where does CT end up?: 1d6 ⇒ 6 - Chisisek's Tomb, location had been shuffled

    Which card does CT examine at Tomb?: 1d10 ⇒ 9 - Mummy, so Mummy is now top card @ Tomb

    Where does Athnul end up?: 1d6 ⇒ 5 - Sculptor's Lair, Usij Ghul examined

    Where does Selty end up?: 1d6 ⇒ 1 - Crypt, villain Ridaiya examined (Haz had already examined and banished Evil Eye)


    Hour: Ra

    Move to Sky Pharoah's Throne

    Explore: Usij Ghul
    Damage type: 1d6 ⇒ 5 Fire
    Reload Blood God Nulgreth to ignore BA power
    Reveal Thundering Earthbreaker, bury Giant Form for +d8, Gift on Str
    Combat 25: 1d10 + 6 + 1d12 + 2 + 1d8 + 1d4 + 2 ⇒ (1) + 6 + (4) + 2 + (1) + (1) + 2 = 17 Hero Point
    Combat 25: 1d10 + 6 + 1d12 + 2 + 1d8 + 1d4 + 2 ⇒ (3) + 6 + (9) + 2 + (6) + (3) + 2 = 31 Defeated, buried.
    Reload Thundering Earthbreaker to ignore AA power.

    Bury discard pile (nothing) to close.
    Draw Khepresh of Refuge.

    End of turn:
    Damage type: 1d6 ⇒ 5: Fire
    Damage amount: 1d4 ⇒ 4. Reveal Khepresh of Refuge to reduce by 2, recharge Day Star Half-Plate to reduce to 0.
    Draw up to 5.
    Display Nuglreth.

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8 +3
    Arcane +2

    Powers
    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 ([X7] 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

    Hand: Thundering Earthbreaker, Khepresh of Refuge, Staff of Minor Healing, Djinn
    Displayed: Blood God Nulgreth, Curse of the Mummy
    Deck: 17 Discard: 0 Buried: 4
    Hero Points: 1 Shirt Reroll Available (3-6D): Yes
    Notes: d8s vs local banes available: 2
    1 hero point used in 3-6D
    Thundering Earthbreaker:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Respect
    Magic

    Checks
    Strength
    Melee
    15

    Powers
    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 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

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


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

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

    Monster 2
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

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

    Monster 3
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 4
    Spoiler:
    Ammut
    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
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Barrier 2
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

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

    Barrier 3
    Spoiler:
    Steel Scorpion
    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
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Barrier 5
    Spoiler:
    Sky Pharaoh's Curse
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 2
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 3
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

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

    Weapon 4
    Spoiler:
    Galvanic Kopis +2
    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
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Random Spells:
    Spell 1
    Spoiler:
    Canopic Conversion
    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 2
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 3
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Spell 4
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

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

    Spell 5
    Spoiler:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Horn Lamellar
    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 2
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Armor 5
    Spoiler:
    Gravewatcher Chain Mail
    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.

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

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    9

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

    Item 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Item 3
    Spoiler:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 4
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Item 5
    Spoiler:
    Wyvern Poison
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Ally 2
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

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

    Ally 3
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

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

    Ally 5
    Spoiler:
    Basif Iosep
    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.

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

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 2
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 3
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 5
    Spoiler:
    Blessing of Ptah
    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: 12 Channa Ti/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Anubis

    Top Blessing:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

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


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Athnul)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 2 (Turn 14 Seltyiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 3 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 4 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 5 (Turn 17 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 6 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 7 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 8 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 9 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 10 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 11 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 12 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 13 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 14 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 17 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 18 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Selty
    Notes: Ridaiya Possessed

    Crypt Card 1 - Ridaiya Possessed:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 2 - Frost Staff:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Crypt Card 3 - Coffer Corpse:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Hall of Winged Chaos
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open 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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Thargrap,

    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
    Located here: Shae,
    Notes: Effigy of Anubis

    Hall of the Crocodile Kings Card 1:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 2:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 3:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 4:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 5:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 6:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 7:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of the Crocodile Kings Card 8:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 9:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 10:
    Word of Ra
    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.

    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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Elemental Treaty displayed

    Eternal Arena Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 3:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 4:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 6:
    Giant Mummified Crocodile
    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.

    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
    Located here: Athnul

    Sculptors Lair Card 1 - Usij Ghul:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: CT, Haz
    Notes: Blessing of Abadar

    Chisisek's Tomb Card 1 - Mummy:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Chisisek's Tomb Card 2:
    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.

    Chisisek's Tomb Card 3:
    Spite Cloud
    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.

    Chisisek's Tomb Card 4:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 5:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 6:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 7:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 8:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 9:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 10:
    Plasma Ooze
    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.


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

    The hour of Anubis
    Give Haz Ice Strike. Asking Haz to discard a spell to remove CT's Curse of the Mummy.
    Remain at Chisisek's Tomb.

    Explore:

    Mummy:
    Monster 4
    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Send Eruption to recovery to use Divine +4d6 +1d8. Aspect of the Bull adds a die.
    Combat 21: 2d10 + 5 + 4d6 + 1d8 ⇒ (8, 4) + 5 + (2, 6, 5, 4) + (4) = 38 defeated

    Recharge Shadowcat to examine the top card of the location: Blessing of Abadar (not a monster), then explore:

    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.

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

    Recharge Moose to explore:

    Spite Cloud:
    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.

    Shae's Gift for Intelligence. Discard BoNiviRhombodazzle to add 2d6.
    Intelligence 12: 3d6 + 2 + 1d4 + 2 ⇒ (5, 6, 3) + 2 + (2) + 2 = 20 acquired

    End turn.
    Scenario damage type: 1d6 ⇒ 3 Electricity
    Scenario damage amount: 1d4 ⇒ 3 Recharge Spite Cloud to reduce Electricity damage to 0 (CT's power).
    Attempt recovery:
    Eruption - Arcane 13: 1d10 + 5 ⇒ (4) + 5 = 9 discard
    Reset hand, then recharge a random card for Curse of Poisoning: BoPharasma.

    Channa Ti wrote:

    Hand: Aspect of the Hawk, Vampire Squid, Canopic Conversion (tr), Blessing of Abadar (acq), Mask of the Forgotten Pharaoh (loot),

    Displayed: Aspect of the Bull,
    Deck: 14 Discard: 4 Buried: 0
    Current Location: Chisisek's Tomb
    Unused Hero Points: 2 // Channa Ti has the following scourges marked:
    Curse of Poisoning:
    While Marked:
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

    "Lo! The fire burns hot in your veins!"


    NOTES:
    Available Support: Blessing available. CT can recharge a Liquid/Magic/Divine card to reduce Acid, Fire or Poison damage to a local character to 0.
    Other: Dice Re-Roll Used for 6D?: Y

    Deck, Discard, Buried:

    Reloaded: Canopic Conversion (tr),
    Middle of Deck (Unknown Order): Mammoth Hide Armor, Blessing of the Sages
    Recharged: Balmberry Bush, Remove Curse (tr), Velociraptor, Breath of Life, Seaborne Trident +1, Cloud Puff, Mastiff, Shadowcat, Moose, Spite Cloud (acq), Blessing of Pharasma,
    Discard Pile: Blessing of Ketephys, Venomous Heavy Crossbow (acq), Blessing of Nivi Rhombodazzle, Eruption,
    Buried Pile:

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard (☑ 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.


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Monster 3
    Spoiler:
    Furies of the Drowned Desert
    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 4
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Monster 5
    Spoiler:
    Living Sandstorms
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sky Pharaoh's Curse
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Arcane
    15
    OR
    Divine
    14

    Powers
    When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.

    Barrier 2
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

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

    Barrier 3
    Spoiler:
    Thousand Suns
    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 4
    Spoiler:
    Pharaoh's Altar
    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 5
    Spoiler:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Galvanic Kopis +2
    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 2
    Spoiler:
    Glacial Hunga Munga
    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 3
    Spoiler:
    Staff of the Hooded Cobra
    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 4
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 5
    Spoiler:
    Axe of the Imperative
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Spell 2
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 3
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

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

    Spell 5
    Spoiler:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

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

    Random Armors:
    Armor 1
    Spoiler:
    Horn Lamellar
    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 2
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 3
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

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

    Armor 5
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

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

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Item 2
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Item 3
    Spoiler:
    Knot of Isis
    Item 3

    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

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

    Item 4
    Spoiler:
    Black Marsh Spider Venom
    Item 2

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 5
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Ally 3
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    Cloud Elemental
    Ally 5

    Traits
    Elemental
    Electricity

    Check
    Wisdom
    Survival
    11

    Powers
    Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.

    Ally 5
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

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

    Discard this card to explore your location.

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Lady of Graves
    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 3
    Spoiler:
    Blessing of Ptah
    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 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Turn: 13 Athnul/magi210

    Top of Blessing Discard Pile: Blessing of Wadjet

    Top Blessing:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Seltyiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 15 Arueshalae)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 3 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 4 (Turn 17 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 5 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 6 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 7 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 8 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 9 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 10 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 11 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 12 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 16 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 17 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Selty
    Notes: Ridaiya Possessed

    Crypt Card 1 - Ridaiya Possessed:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 2 - Frost Staff:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Crypt Card 3 - Coffer Corpse:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Hall of Winged Chaos
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open 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

    Sky Pharaoh's Throne
    At This Location: The difficulty of checks against banes that have the Mummy trait is increased by 4.
    When you are dealt damage that is not reduced, bury 1 random card from your discard pile.
    When Closing: Bury your discard pile
    When Permanently Closed: Gain the loot Khepresh of Refuge.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Thargrap,

    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
    Located here: Shae,
    Notes: Effigy of Anubis

    Hall of the Crocodile Kings Card 1:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    Hall of the Crocodile Kings Card 2:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 3:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 4:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 5:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 6:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 7:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of the Crocodile Kings Card 8:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 9:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 10:
    Word of Ra
    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.

    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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Elemental Treaty displayed

    Eternal Arena Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 3:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 4:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 6:
    Giant Mummified Crocodile
    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.

    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
    Located here: Athnul

    Sculptors Lair Card 1 - Usij Ghul:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Sculptors Lair Card 2:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Sculptors Lair Card 3:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sculptors Lair Card 4:
    Lottery Urn
    Item 1

    Traits
    Object
    Magic
    Gambling

    Check
    Wisdom
    6

    Powers
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Sculptors Lair Card 5:
    Iceblade Spelldagger
    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.

    Sculptors Lair Card 6:
    Dune of Doom
    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.

    Sculptors Lair Card 7:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Sculptors Lair Card 8:
    Killing Box
    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.

    Sculptors Lair Card 9:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sculptors Lair Card 10:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    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
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: CT, Haz
    Notes: Blessing of Abadar

    Chisisek's Tomb Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 3:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 4:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 5:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 6:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 7:
    Plasma Ooze
    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.

  • Wayfinders

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

    Turn 13: Blessing of Wadjet

    Free Explore: Usij Ghul (Combat 25)

    Random damage type: 1d6 ⇒ 3 -> Electricity

    BYA: Alone damage: 1d4 ⇒ 1 -> Reveal Ibis armor to reduce to 0.

    Reveal amulet to add 2d6
    recharge headband to add wisdom (1d10+4)
    Bury BoLamashtu to bless twice.

    Combat 25: 1d6 + 2 + 2d6 + 2d6 + 1d10 + 4 ⇒ (5) + 2 + (6, 5) + (1, 6) + (3) + 4 = 32 -> Defeated.

    AYA damage: 1d4 ⇒ 1 -> Reveal armor to reduce to0.

    Close: Encounter Warrior Dolls (Combat 22)
    Use shae's gift to add 1d4+2
    Reveal amulet to add 2d6
    Recharge Blessing of Norgorber to add wisdom
    Discard Blessing of abadar to bless.

    Combat 22 (24): 1d6 + 2 + 1d6 + 2d6 + 1d10 + 4 + 1d4 + 2 ⇒ (5) + 2 + (3) + (4, 5) + (4) + 4 + (3) + 2 = 32 -> Defeated, Sculptor's Lair closed.

    End turn, reset hand.

    Draw random ally w/ Elemental or undead trait.

    "

    Athnul wrote:

    Hand: Amulet of Furious Fists, Wayfinder, Blessing of Lamashtu 2, Find Traps, Steel Ibis Lamellar,

    Displayed:

    Deck: 12 Discard: 4 Buried: 2
    NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the [LOCATION] if my location closes.
    Other: Reroll used for 3-6D: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Owl, Clockwork Librarian, Blessing of Gorum, Imp, Pious Healer, Ring of Energy Resistance, Riftwarden, Steal Soul, Evangelist
    Recharged: Blood Periapt, Headband of Inspired Wisdom, Blessing of Norgorber,
    Discard Pile: Blessing of Milani, Riding Allosaurus, Blessing of Lamashtu 3, Blessing of Abadar,
    Buried Pile: Desnas Freedom, Blessing of Lamashtu,

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

    Melee: Str +2
    Perception: Wisdom +2
    Fortitude: Con +2
    Divine: Wisdom +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 Deck Handler STR d8 (+3) (Melee +3) | DEX d6 | CON d8 | INT d8 (+3) (Arcane +3) (Craft +1)| WIS d4 | CHA d6

    ========================
    Seltyiel starts his turn.
    Hour: Blessing of the Ancients
    Location: Crypt
    Location Power:The difficulty of checks against banes that have the Cold or Undead trait is increased by 3 plus the scenario's adventure deck number.
    Adventure Powers:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
  • 1–2. Acid damage
  • 3–4. Electricity damage
  • 5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2..

    Move to Hall of Crocodile Kings

    Girtablilu Ranger:

    Monster 4
    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

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

    BYA: 1d4 ⇒ 4
    Discard Spellsword and Deathgrip. Bury The Rakshasa as damage

    Combat 17: 1d8 + 7 + 1d6 + 2 + 1d8 + 4 + 1d4 + 2 ⇒ (8) + 7 + (3) + 2 + (2) + 4 + (1) + 2 = 29

    Roll Details:

    Combat(Arcane) - 1d8+7
    Sawtooth Saber - 1d6+2
    Swordblade - 1d8+4
    Shae's Gift - 1d4+2

    EoT Damage: 1d6 + 1d4 ⇒ (4) + (3) = 7
    Hand wipe

    Seltyiel attempts to recover a spell from his discards.
    Embiggen: Arcane 10: 1d8 + 7 ⇒ (2) + 7 = 9 -> Embiggen stays discarded.

    Seltyiel resets his hand."

    Seltyiel wrote:

    Hand: Gallivance, Chain Lightning, Arcana Theft, Aegis of Recovery, Abadar's Law,

    Displayed: Elemental Treaty,
    Deck: 8 Discard: 8 Buried: 2
    Current Location: Hall of the Crocodile Kings
    Hero Points: 9
    NOTES:
    Other: Paizo Re-Roll Used for 3-6D? N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disintegrate, Demonbane Longsword +2, Staff of Minor Healing, Golembane Hammer +2, Ruan Mirukova, Wyrmsmite, Meteor Swarm, Gorum's Iron
    Recharged:
    Discard Pile: Toff Ornelos, Alchemist's Shield, Embiggen, Death's Touch, Spellsword +2, Deathgrip, Sawtooth Saber, Staff of Heaven and Earth,
    Buried Pile: Blessing of Angradd, The Rakshasa,

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

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

    End of Turn Summary
    Banished top card of Hall of Crocodile Kings


  • Random Undead/Elemental Ally for Athnul:
    Sophronia
    Ally 4

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    12

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


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Graven Guardian of Set
    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 2
    Spoiler:
    Cenovath Swarm
    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 3
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 4
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    Furies of the Drowned Desert
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Curse of the Netheshuun
    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 2
    Spoiler:
    Sky Pharaoh's Curse
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Arcane
    15
    OR
    Divine
    14

    Powers
    When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.

    Barrier 3
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 4
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 5
    Spoiler:
    Sightless Starvation
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Weapon 2
    Spoiler:
    Axe of the Imperative
    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 3
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 4
    Spoiler:
    Flaming Ranseur +3
    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
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 3
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 4
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Parade Armor
    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 4
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

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

    Armor 5
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

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

    Random Items:
    Item 1
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 2
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

    Powers
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 3
    Spoiler:
    Ring of the Grasping Grave
    Item 3

    Traits
    Accessory
    Magic
    Pharasma

    Check
    Arcane
    Divine
    Knowledge
    12

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

    Item 4
    Spoiler:
    Burglar's Bracers
    Item C

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Item 5
    Spoiler:
    Seer’s Tea
    Item B

    Traits
    Liquid
    Magic

    Check
    Intelligence
    Wisdom
    4

    Powers
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

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

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Ally 2
    Spoiler:
    Pakesket
    Ally 5

    Traits
    Animal
    Phoenix
    Fire

    Check
    Charisma
    Diplomacy
    8
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

    Ally 3
    Spoiler:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Ally 4
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Terhk Fourwinds
    Ally C

    Traits
    Half-Orc
    Fighter

    Check
    Charisma
    Diplomacy
    7

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 4
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 5
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Turn: 15 Arueshalae/wkover

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Alahazra)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 2 (Turn 17 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 3 (Turn 18 Channa Ti)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 4 (Turn 19 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    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.

    Blessings Deck Card 5 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 6 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 7 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 8 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 9 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 10 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 11 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 14 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 15 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Notes: Ridaiya Possessed

    Crypt Card 1 - Ridaiya Possessed:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 2 - Frost Staff:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Crypt Card 3 - Coffer Corpse:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Hall of Winged Chaos
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open 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

    Sky Pharaoh's Throne
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Thargrap,

    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:1 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Located here: Shae, Selty
    Notes: Effigy of Anubis

    Hall of the Crocodile Kings Card 1:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 2:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 3:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 4:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 5:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 6:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of the Crocodile Kings Card 7:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 8:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Elemental Treaty displayed

    Eternal Arena Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Eternal Arena Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Eternal Arena Card 3:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Eternal Arena Card 4:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Eternal Arena Card 5:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Eternal Arena Card 6:
    Giant Mummified Crocodile
    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.

    Sculptors Lair
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul

    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
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: CT, Haz
    Notes: Blessing of Abadar

    Chisisek's Tomb Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 3:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 4:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 5:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 6:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 7:
    Plasma Ooze
    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.


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

    Hour: B of Elements.

    Pausing to discuss strategy as far as cornering villain.


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

    Continuing turn.

    Move to Crypt. Not exploring.

    Which type of EOT damage?: 1d6 ⇒ 2 - Acid, ugh

    How much Acid damage?: 1d4 ⇒ 1 - discard Lolly for damage, get Curse of the Mummy

    Shae wrote:

    Hand: Guardian Bow, Old Deadeye, The Paladin, Runewell's Echo, Ring of Immolation, Deathbane Sling, Deathbane Throwing Axe, Arueshalae's Gift,

    Displayed: Impervious Chain Shirt, White War Paint,
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 7
    "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+6 for NC check vs. bane."

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS: (Redeemed)
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1 [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

    Waiting for CT to join me at Crypt on CT's turn. Villain attack will occur then, unless plans change. Shae will minimally roll 5d8+15 for 2nd check, using only my resources. Will also have Sling + Axe available to support one or both villain combat checks.


    Alahazra deck

    OFF-TURN ACTIONS:
    CTs turn - get Ice Strike from CT and discard it to remove curse of the mummy from CT

    Cast Breath of Life on myself
    heal: 1d4 + 1 ⇒ (3) + 1 = 4
    Alahazra is healed for 4: (Druid of the Flame, Crystal Ball, Blessing of Abadar (acquired), Ice Strike (CTs)). Deck shuffled.

    Hourglass Discard: Blessing of the Elements
    Start of Turn:
    Give card: Give CT Blessing of the Seventh Veil (divine card)

    Stay at tomb to help guard.
    Display Mist Horn at tomb
    (Reduce all damage dealt by monsters at that location by 3)

    Not exploring

    EOT damage type: 1d6 ⇒ 2
    EOT damage amount: 1d4 ⇒ 4
    Discard all but Fire Snake, bury sand elemental due to my scourge

    Use Shaes gift for Charisma

    Alahazra ends her turn.

    Alahazra attempts to recover all cards in her Recovery pile.
    Breath of Life: Divine 15: 1d10 + 7 + 1d4 + 2 ⇒ (4) + 7 + (3) + 2 = 16 -> Breath of Life recharged.

    Alahazra resets her hand.

    "

    Alahazra wrote:

    Hand: Sirocco, Helm of Electric Radiance, Ice Strike (CTs), Embiggen, Vampire Bat, Blessing of the Lady of Graves, Druid of the Flame, Fire Snake,

    Displayed: Mist Horn,
    Deck: 10 Discard: 4 Buried: 1
    Current Location: Chisisek's Tomb
    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
    Movement: Scourge of the Mummy -
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. You may only have 1 copy of this card displayed.
    Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tetisurah (loot), Blessing of Abadar (acquired), Volcanic Storm, Phoenix Cloak, Blessing of the Spellbound 1, Blessing of the All-Seeing Eye, Death's Touch, Blessing of Abadar, Crystal Ball
    Recharged: Breath of Life,
    Discard Pile: Blessing of Pharasma (acquired), Blessing of Osiris, Blessing of Pharasma, Divine Blaze,
    Buried Pile: Sand Elemental,

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

    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☑ 8
    Traits:
    Human Oracle
    Proficiencies:
    Divine
    POWERS:
    When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
    You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
    You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
    ☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
    ☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

    "


    Off turn: Banish Vanth to move to Arena.

    Hour: Elements.

    Banish Staff of Minor Healing to draw: The Big Sky
    Recharge Djinn to draw: Bound Imp and shuffle deck.
    Banish (to recovery) Bound Imp to draw: Scrying, Magic Spiked Full Plate.

    Explore: Usij Ghul
    Damage type: 1d6 ⇒ 4: Electricity
    BA damage: 1d4 ⇒ 1: Reveal Khepresh of Refuge to block.
    Reveal Thundering Earthbreaker, Gift on Strength, banish Usij Ghul for +d4+6
    Combat 25: 1d10 + 6 + 1d12 + 2 + 1d4 + 2 + 1d4 + 6 ⇒ (6) + 6 + (4) + 2 + (4) + 2 + (1) + 6 = 31 Defeated, buried.
    AA damage: 1d4 ⇒ 2. Reveal Khepresh of Refuge to block 1, Display and draw Magic Spiked Full Plate to block the other.

    Random monster to close: Graven Guardian of Set

    Graven Guardian of Set:
    Graven Guardian of Set
    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.

    Reveal Thundering Earthbreaker, Gift on Strength, banish Giant Form for +d4+4
    Combat 21: 1d10 + 6 + 1d12 + 2 + 1d4 + 2 + 1d4 + 4 ⇒ (10) + 6 + (6) + 2 + (3) + 2 + (2) + 4 = 35 Forced Reroll
    Combat 21: 1d10 + 6 + 1d12 + 2 + 1d4 + 2 + 1d4 + 4 ⇒ (3) + 6 + (2) + 2 + (2) + 2 + (3) + 4 = 24 Defeated.
    Closed.

    Banish Usij Ghul to move to Crypt.

    Display Magic Spiked Full Plate

    End of turn:
    Damage Type: 1d6 ⇒ 2: Acid
    Damage: 1d4 ⇒ 1: Reveal Khepresh of Refuge to block.

    Discard Bound Imp
    Discard Scrying.
    Draw up to 5.[/ooc]

    Display Elemental Treaty

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8 +3
    Arcane +2

    Powers
    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 ([X7] 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

    Hand: Thundering Earthbreaker, Khepresh of Refuge, Scarab Buckler, The Big Sky
    Displayed: Blood God Nulgreth, Curse of the Mummy, Elemental Treaty, Magic Spiked Full Plate
    Deck: 12 Discard: 2 Buried: 1
    Hero Points: 1 Shirt Reroll Available (3-6D): Yes
    Notes: d8s vs local banes available: 5
    1 hero point used in 3-6D
    Thundering Earthbreaker:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Respect
    Magic

    Checks
    Strength
    Melee
    15

    Powers
    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.

    The Big Sky:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Checks
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR: At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

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


    During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6D: Ahriman Transcendent

    STORY BANES:

  • Villain: Ridaiya Possessed
  • Henchmen: Usij Ghuls

    DURING THIS SCENARIO:

  • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
    1–2. Acid damage
    3–4. Electricity damage
    5–6. Fire damage
  • You may bury a blessing to reduce all damage dealt to you by 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ecorche
    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.

    Monster 2
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Monster 3
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

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

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Monster 5
    Spoiler:
    Guardian Thunderbirds
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 2
    Spoiler:
    Tabe's Last Jest
    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 3
    Spoiler:
    The Evil Eye
    Barrier C

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Barrier 4
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

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

    Barrier 5
    Spoiler:
    Polymorph Gas
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of the Hooded Cobra
    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 2
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 4
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 5
    Spoiler:
    Sling Staff +2
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Foresight
    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.

    Spell 2
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

    Powers
    Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
    At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

    Spell 3
    Spoiler:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Boneshatter
    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 5
    Spoiler:
    Dune of Doom
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

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

    Armor 4
    Spoiler:
    Horn Lamellar
    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 5
    Spoiler:
    Skyplate Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Spellbottle
    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 2
    Spoiler:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

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

    Item 3
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Item 4
    Spoiler:
    Sandstorm Dust
    Item 4

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Item 5
    Spoiler:
    Bloodroot Poison
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

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

    Ally 4
    Spoiler:
    Pakesket
    Ally 5

    Traits
    Animal
    Phoenix
    Fire

    Check
    Charisma
    Diplomacy
    8
    THEN
    Charisma
    Diplomacy
    12

    Powers
    Discard this card to explore your location. If you defeat a monster during this exploration, recharge 2 random cards from your discard pile.
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.

    Ally 5
    Spoiler:
    Sand Elemental
    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.

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 3
    Spoiler:
    Blessing of Ptah
    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 4
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 5
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Turn: 19 Athnul/magi210

    Top of Blessing Discard Pile: Blessing of the Lady of Graves

    Top Blessing:
    Blessing of the Lady of Graves
    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.


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Seltyiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 2 (Turn 21 Arueshalae)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 3 (Turn 22 Alahazra)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 4 (Turn 23 Thargrap)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 5 (Turn 24 Channa Ti)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 6 (Turn 25 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 26 Seltyiel)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 27 Arueshalae)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 28 Alahazra)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

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

    Blessings Deck Card 10 (Turn 29 Thargrap)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 11 (Turn 30 Channa Ti)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Shae, Thargrap,
    Notes: Ridaiya Possessed
    Elemental Treaty displayed

    Crypt Card 1 - Ridaiya Possessed:
    Ridaiya Possessed
    Villain Monster 6

    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Crypt Card 2 - Frost Staff:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Crypt Card 3 - Coffer Corpse:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Hall of Winged Chaos
    At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open 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

    Sky Pharaoh's Throne
    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

    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:1 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Located here: Selty
    Notes: Effigy of Anubis

    Hall of the Crocodile Kings Card 1:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

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

    Hall of the Crocodile Kings Card 2:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Hall of the Crocodile Kings Card 3:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

    Powers
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab swarm into the deck it came from.

    Hall of the Crocodile Kings Card 4:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Hall of the Crocodile Kings Card 5:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Hall of the Crocodile Kings Card 6:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Hall of the Crocodile Kings Card 7:
    Ring of Stony Flesh
    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.

    Hall of the Crocodile Kings Card 8:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 9:
    Word of Ra
    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.

    Eternal Arena
    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:

    Sculptors Lair
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul

    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
    Notes:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: CT, Haz
    Notes: Mist Horn displayed

    Chisisek's Tomb Card 1:
    Usij Ghul
    Henchman Monster 6

    Traits
    Outsider
    Undead
    Cultist

    Check
    Combat
    25

    Powers
    The Usij Ghul is immune to the Mental and Poison traits.
    Roll 1d6. All damage dealt by the Usij Ghul is the following type:
    1–2: Acid
    3–4: Electricity
    5–6: Fire
    Before you act, if you are the only character at your location, you are dealt 1d4 damage.
    After you act, each character at your location is dealt 1d4 damage.
    If undefeated, discard a card from the blessings deck.

    Chisisek's Tomb Card 2:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Chisisek's Tomb Card 3:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

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

    Chisisek's Tomb Card 4:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Chisisek's Tomb Card 5:
    Sightless Starvation
    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.

    Chisisek's Tomb Card 6:
    Scarab of Ptah
    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.

    Chisisek's Tomb Card 7:
    Plasma Ooze
    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.


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

    Off turn: Receive Blessing of the Seventh Veil from Haz.

    Start of turn: The hour of Thoth
    Move to Crypt.

    Explore:

    Ridaiya Possessed:
    Villain Monster 6
    Traits
    Human
    Alchemist

    Check
    Combat
    22
    THEN
    Combat
    26
    OR
    Wisdom
    Divine
    17

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.

    Looking for guard checks from Selty at Hall of Crocodile Kings and Haz at Chisisek's Tomb.
    CT plans to use Canopic Conversion and Thargrap's power for a villain combat check which will give 2d10+5+5d6+1d8 subtracting the highest die value.
    If Selty uses CT's Abadar, I have 3 cards in hand that can be recharged to reduce BYA Acid and Fire damage to 0.
    Shae's Gift will be available for whoever needs it most.
    Pausing for guard checks.


    Channa Ti's Deck Handler Female Half-Elf Druid

    Botting Haz's guard check at Chisisek's Tomb:
    Summon and defeat:

    Theletos:
    Henchman Monster 3

    Traits
    Outsider
    Trigger

    Check
    Combat
    18
    OR
    Knowledge
    Diplomacy
    Divine
    14

    Powers
    When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
    Damage dealt by the Theletos is Mental damage that may not be reduced.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Haz displays Embiggen and recharges Druid of the Flame to add 1d8 1d12 to the check.
    Divine 14: 2d12 + 7 ⇒ (9, 4) + 7 = 20 defeated
    Chisisek's Tomb guarded.


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

    Acid Pool:
    Acid Pool
    Henchman Barrier B

    Traits
    Obstacle
    Acid
    Veteran

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Craft 15(9+6): 1d8 + 5 + 1d8 + 1d8 + 1d4 + 2 ⇒ (5) + 5 + (6) + (4) + (3) + 2 = 25

    Roll Details:

    Craft - 1d8+5
    Double Blessed - 1d8+1d8
    Shae's Gift - 1d4+2


    Channa Ti's Deck Handler Female Half-Elf Druid

    Athnul banishes Find Traps for Selty's check.
    Continue villain encounter.
    BYA, CT, Shae and Thargrap must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
    Aspect of the Bull adds a die, asking Thargrap for a d8.
    Dexterity 13: 3d8 + 2 ⇒ (4, 3, 7) + 2 = 16 success


    Bury Bound Imp to give CT a d8.
    Fail BA check.
    Acid damage: 1d4 ⇒ 3. ET blocks 1, Reveal Khepresh of Refuge to block 1, draw Magic Spiked Full Plate to block the last.
    Fire damage: 1d4 ⇒ 2. ET blocks 1, Khepresh of Refuge blocks the other.
    Reveal Thundering Earthbreaker, banish Usij Ghul for +d4+6, bury Scrying for +d8, discard The Big Sky to bless and remove Curse of the Mummy.
    Combat 22: 1d10 + 6 + 1d12 + 2 + 1d4 + 6 + 1d8 + 1d10 ⇒ (3) + 6 + (4) + 2 + (2) + 6 + (5) + (3) = 31 - 5 = 26. Success.

    Still have 4 d8s available for any checks CT or Shae need to do.


    Channa Ti's Deck Handler Female Half-Elf Druid

    If Shae fails the BA check, Elemental Treaty & Shae's innate power will reduce the Fire damage to 0 and CT will recharge Aspect of the Hawk to reduce the Acid damage to 0.
    For the 2nd check, CT will attempt the Divine check by revealing Mask. Aspect of the Bull adds a die. Shae discards The Paladin to add a die plus 1d12+6.Thargrap buries a card to add a d8.
    Divine 17: 3d10 + 5 + 1d12 + 6 + 1d8 ⇒ (3, 6, 2) + 5 + (5) + 6 + (5) = 32 remove 6, succeed with 26
    We win!


    DEVELOPMENT:
    Let it never be said that you aren’t scrappy in a brawl. It took a lot of punching, kicking, and maneuvering, but you managed to fling the Aspis agents and the usij cultists off the final kiosk and banish them to the bottom of the pit in the room’s center. With your enemies secure, and Merai’s pleading for a renewed alliance roundly ignored, you contemplate the herculean task in front of you. Clearly the three lit runes are too dangerous to leave activated, and you certainly don’t want to switch on the fourth. But how to disable this near disaster?

    Perhaps the spinel sage jewel might offer a clue.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot Khepresh of Refuge. At the end of each scenario, return the loot to the game box.
  • Each character chooses a type of boon other than loot and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
    Khepresh of Refuge:
    Khepresh of Refuge
    Loot Armor 6

    Traits
    Light Armor
    Magic
    Gambling

    Check
    None

    Powers
    Reveal this card to reduce damage dealt to you by 1, or 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor on this check.
    Recharge this card to reroll the dice on your check; take the new result.

    ACQUIRED CARDS:
    Weapon 5 Venomous Heavy Crossbow +2
    Armor/Loot 6 Khepresh of Refuge
    Spell 5 Spite Cloud
    Spell 2 Deathgrip
    Armor 4 Steel Ibis Lamellar
    Armor 3 Day Star Half-Plate
    Armor 2 Alchemist's Shield
    Ally 4 Sophronia
    Blessing C Blessing of Abadar
    Blessing B Blessing of Abadar
    Blessing B Blessing of Pharasma


  • 3-6E: Crashdown
    Now your Aspis Consortium nemesis—who also happened to be possessed with a fragment of the evil demigod Ahriman—lies defeated. Her maniacally destructive cronies are no more. You face only one more challenge, but it is the greatest one of all.

    The sky pyramid, a fantastic artifact and a window into the magic of a lost era, is now barreling on a downward aerial trajectory straight toward Sothis, the cosmopolitan capital of Osirion. And you’re the only one who has any hope of stopping it!

    You scramble toward the pyramid’s controls and desperately stare at their black-and-silver etched mechanisms. Without any real knowledge of the ancient Ushers of Oblivion, or how the mad div-worshipers might have built a magical system to highjack this flying wonder, you’re fairly lost. The controls are a strange mixture of sculpture and clockwork, and at their center stands a two-foot tall statue of the same bestial horror you saw in the mural at the pyramid’s bottom—Ahriman, you assume.

    As you wildly fiddle with the controls to no effect, the statue of Ahriman begins to blaze with the same black, evil light you saw in Merai’s eyes. The spinel sage jewel begins to pulse wildly, and you sense Mnesoset’s fear deep in your bones.

    The voice of the sage breaks through the jewel and screams into your mind.

    “The power of Ahriman didn’t die with the cultists!” Mnesoset hisses. “It’s still here, and it’s aching to escape its cage. It wants to possess you next! It wants to use you to destroy Sothis!”

    With a grunt and a growl, you focus on aligning the control mechanisms. You feel the pyramid gradually losing velocity, but it’s not enough—and now a thousand pangs of searing black light assault your vision as the power of Ahriman knocks on your psyche.

    “You have proven yourselves worthy,” an acidic voice burns into your brains. “I have cast aside my former thralls, and now take your souls into my graces. What a fortune you have gained.”

    You can’t give in. You can’t allow the Lord of all Divs to control you, and you can’t l t this pyramid stay its course. Sothis is depending on you.

    LOCATIONS:
    1-6 Oblivion's Bridge

    STORY BANES:

  • Villain: Ushering of Oblivion
  • Henchmen: None

    DURING THIS SCENARIO:

  • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
  • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.
  • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.
  • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.


  • During This Adventure: Adventure 6: Destruction Descending

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
  • When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirement for all but 1 of those cards.
  • Story Banes || Scourges || Loot || Traders
    Rules: Traders:
    RULES: TRADERS
    In Season of Plundered Tombs traders work differently than in Mummy’s Mask, in the following ways.
    -When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
    -You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
    -Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
    -At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

    During This Scenario: 3-6E: Crashdown

    STORY BANES:

  • Villain: Ushering of Oblivion
  • Henchmen: None

    DURING THIS SCENARIO:

  • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
  • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.
  • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck.
  • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

    Powers
    The Guecubu is immune to the Mental, Electricity, and Poison traits.
    After you act, draw a random scourge from the box.

    Monster 2
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

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

    Monster 3
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 4
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 5
    Spoiler:
    Ammut
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Barrier 2
    Spoiler:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

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

    Barrier 3
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Barrier 4
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Barrier 5
    Spoiler:
    Holy Word Trap
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Venomous Heavy Crossbow +2
    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 2
    Spoiler:
    Sling Staff +2
    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
    Spoiler:
    Rod of the Devoured Dawn
    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
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 5
    Spoiler:
    Glacial Hunga Munga
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

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

    Spell 2
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 3
    Spoiler:
    Canopic Conversion
    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 4
    Spoiler:
    Dune of Doom
    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 5
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Random Armors:
    Armor 1
    Spoiler:
    Elemental Brass Mail
    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
    Spoiler:
    Horn Lamellar
    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 3
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Armor 4
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 5
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

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

    Random Items:
    Item 1
    Spoiler:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Item 2
    Spoiler:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

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

    Item 3
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 4
    Spoiler:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 5
    Spoiler:
    Evocation Staff
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Druid of the Storm
    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 3
    Spoiler:
    Neb-at
    Ally 1

    Traits
    Human
    Smuggler

    Check
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Basif Iosep
    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 5
    Spoiler:
    Cloud Elemental
    Ally 5

    Traits
    Elemental
    Electricity

    Check
    Wisdom
    Survival
    11

    Powers
    Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.

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

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 4
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 5
    Spoiler:
    Blessing of the Lady of Graves
    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: 1 Athnul/magi210

    Top of Blessing Discard Pile: Curse of the Ravenous

    Top Blessing:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings

    2. Allies
    3. Spells and weapons
    4. Items

    You may only have 1 copy of this card displayed.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Seltyiel)
    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 2 (Turn 3 Arueshalae)
    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 3 (Turn 4 Alahazra)
    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 4 (Turn 5 Thargrap)
    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 5 (Turn 6 Channa Ti)
    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings

    2. Allies
    3. Spells and weapons
    4. Items

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 6 (Turn 7 Athnul)
    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 7 (Turn 8 Seltyiel)
    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 8 (Turn 9 Arueshalae)
    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 9 (Turn 10 Alahazra)
    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 10 (Turn 11 Thargrap)
    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 11 (Turn 12 Channa Ti)
    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 12 (Turn 13 Athnul)
    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings

    2. Allies
    3. Spells and weapons
    4. Items

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 13 (Turn 14 Seltyiel)
    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 14 (Turn 15 Arueshalae)
    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 15 (Turn 16 Alahazra)
    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.

    Blessings Deck Card 16 (Turn 17 Thargrap)
    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 17 (Turn 18 Channa Ti)
    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 18 (Turn 19 Athnul)
    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 19 (Turn 20 Seltyiel)
    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.

    Blessings Deck Card 20 (Turn 21 Arueshalae)
    Spoiler:
    Curse of Poisoning
    Scourge C

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.

    Blessings Deck Card 21 (Turn 22 Alahazra)
    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 22 (Turn 23 Thargrap)
    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 23 (Turn 24 Channa Ti)
    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 24 (Turn 25 Athnul)
    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 25 (Turn 26 Seltyiel)
    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

    You may only have 1 copy of this card displayed.

    Blessings Deck Card 26 (Turn 27 Arueshalae)
    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

    You may only have 1 copy of this card displayed.

    Oblivions Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically
    When Permanently Closed: No effect.
    M:6 Ba:9 W:2 Sp:2 Ar:2 I:2 Al:0 Bl:6 ?:7
    Located here: everybody

    Oblivions Bridge Card 1:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

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

    Oblivions Bridge Card 2:
    Blast Glyph
    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.

    Oblivions Bridge Card 3:
    Ushering of Oblivion
    Villain Barrier 6

    Traits
    Skirmish
    Arcane

    Check
    None
    0

    Powers
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka
    2. Druj-Nasu
    3. Ghawwa
    4. Shira
    5. Usij Ghul
    6. Akvan
    The summoned card may summon other cards. If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.

    Oblivions Bridge Card 4:
    Wand of Scorching Ray
    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.

    Oblivions Bridge Card 5:
    Will of Ahriman
    Henchman Barrier 6

    Traits
    Obstacle
    Divine

    Check
    Wisdom
    Fortitude
    Knowledge
    Diplomacy
    18

    Powers
    If undefeated, discard any armors, then each
    character at your location is dealt Combat damage
    equal to 2 plus the number of cards that have the
    Attack trait and weapons in your hand, then banish
    the Will of Ahriman.

    Oblivions Bridge Card 6:
    Hanshepsu
    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.

    Oblivions Bridge Card 7:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Oblivions Bridge Card 8:
    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.

    Oblivions Bridge Card 9:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Oblivions Bridge Card 10:
    Will of Ahriman
    Henchman Barrier 6

    Traits
    Obstacle
    Divine

    Check
    Wisdom
    Fortitude
    Knowledge
    Diplomacy
    18

    Powers
    If undefeated, discard any armors, then each
    character at your location is dealt Combat damage
    equal to 2 plus the number of cards that have the
    Attack trait and weapons in your hand, then banish
    the Will of Ahriman.

    Oblivions Bridge Card 11:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

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

    Oblivions Bridge Card 12:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Oblivions Bridge Card 13:
    Furies of the Drowned Desert
    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.

    Oblivions Bridge Card 14:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

    Powers
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

    Oblivions Bridge Card 15:
    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.

    Oblivions Bridge Card 16:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Oblivions Bridge Card 17:
    Will of Ahriman
    Henchman Barrier 6

    Traits
    Obstacle
    Divine

    Check
    Wisdom
    Fortitude
    Knowledge
    Diplomacy
    18

    Powers
    If undefeated, discard any armors, then each
    character at your location is dealt Combat damage
    equal to 2 plus the number of cards that have the
    Attack trait and weapons in your hand, then banish
    the Will of Ahriman.

    Oblivions Bridge Card 18:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

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

    Oblivions Bridge Card 19:
    Icy Longspear +1
    Weapon C

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Oblivions Bridge Card 20:
    Will of Ahriman
    Henchman Barrier 6

    Traits
    Obstacle
    Divine

    Check
    Wisdom
    Fortitude
    Knowledge
    Diplomacy
    18

    Powers
    If undefeated, discard any armors, then each
    character at your location is dealt Combat damage
    equal to 2 plus the number of cards that have the
    Attack trait and weapons in your hand, then banish
    the Will of Ahriman.

    Oblivions Bridge Card 21:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Oblivions Bridge Card 22:
    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.

    Oblivions Bridge Card 23:
    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.

    Oblivions Bridge Card 24:
    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.

    Oblivions Bridge Card 25:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Oblivions Bridge Card 26:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Oblivions Bridge Card 27:
    Will of Ahriman
    Henchman Barrier 6

    Traits
    Obstacle
    Divine

    Check
    Wisdom
    Fortitude
    Knowledge
    Diplomacy
    18

    Powers
    If undefeated, discard any armors, then each
    character at your location is dealt Combat damage
    equal to 2 plus the number of cards that have the
    Attack trait and weapons in your hand, then banish
    the Will of Ahriman.

    Oblivions Bridge Card 28:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

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

    Oblivions Bridge Card 29:
    Sightless Starvation
    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.

    Oblivions Bridge Card 30:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Oblivions Bridge Card 31:
    Curse of the Netheshuun
    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.

    Oblivions Bridge Card 32:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Oblivions Bridge Card 33:
    Rukh
    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.

    Oblivions Bridge Card 34:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

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

    Oblivions Bridge Card 35:
    Will of Ahriman
    Henchman Barrier 6

    Traits
    Obstacle
    Divine

    Check
    Wisdom
    Fortitude
    Knowledge
    Diplomacy
    18

    Powers
    If undefeated, discard any armors, then each
    character at your location is dealt Combat damage
    equal to 2 plus the number of cards that have the
    Attack trait and weapons in your hand, then banish
    the Will of Ahriman.

    Oblivions Bridge Card 36:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

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


  • Smiths:

    Random Weapon:
    Galvanic Kopis +2
    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.

    Random Weapon:
    Galvanic Kopis +2
    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.


    Hadden:

    Random Spell:
    Monstrous Physique
    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.

    Random Spell:
    Monstrous Physique
    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.

    Random Spell:
    Vision
    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.

    Random Spell:
    Canopic Conversion
    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.

    Random Spell:
    Named Bullet
    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.

    Random Spell:
    Dune of Doom
    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.


    Trades:
    BotAncients (Ring Of Protection)
    Scarab Buckler (Magic Spiked Breastplate)
    Remove Curse (Chain Lightning)

    Thargrap wrote:

    Skills and Powers:
    Skills

    STRENGTH d10 +4
    Melee +2
    DEXTERITY d6
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d4
    WISDOM d6
    CHARISMA d8 +3
    Arcane +2

    Powers
    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 ([X7] 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

    Hand: Thundering Earthbreaker, Scarab Buckler, Staff of Minor Healing, Blessing of the Ancients, The Beating
    Displayed: Blood God Nulgreth
    Deck: 16 Discard: 0 Buried: 0
    Hero Points: 2 Shirt Reroll Available (3-6E): Yes
    Notes: d8s vs local banes available:

    Thundering Earthbreaker:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-Handed
    Respect
    Magic

    Checks
    Strength
    Melee
    15

    Powers
    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.

    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

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

    Blood God Nulgreth:
    Blood God Nulgreth
    Cohort 0

    Traits
    Outsider
    Eidolon
    Arcane
    Veteran
    Owner: Thargrap

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


    Channa Ti's Deck Handler Female Half-Elf Druid

    Swap in Venomous Bolt for Ice Strike.
    Pass on Spell trader cards, visit Sunburst and swap in Remove Curse for Wintervine.
    Taking Mask loot for Angelstep.
    Start with everyone at Oblivion Bridge.
    Draw starting hand +1 then recharge Vampire Squid.

    Channa Ti wrote:

    Hand: Seaborne Trident +1, Venomous Bolt, Balmberry Bush, Velociraptor, Mask of the Forgotten Pharaoh (loot), Remove Curse (tr),

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Oblivion Bridge
    Unused Hero Points: 2
    NOTES:
    Available Support: Balmberry Bush and Remove Curse available. CT can recharge a Liquid/Magic/Divine card to reduce Acid, Fire or Poison damage to a local character to 0.
    Other: Dice Re-Roll Used for 6D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mammoth Hide Armor, Blessing of Ketephys, Aspect of the Bull, Blessing of the Sages, Blessing of Nivi Rhombodazzle, Eruption, Moose, Aspect of the Tiger, Divine Blaze, Breath of Life, Mastiff, Blessing of Pharasma, Cloud Puff, Shadowcat, Aspect of the Hawk
    Recharged: Vampire Squid,
    Discard Pile:
    Buried Pile:

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors, Divine, □ Weapons
    POWERS: Oasis Caller Role Card
    You may discard (☑ 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.


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

    Taking Sun Falcon loot. Per special power, draw an extra card and recharge a card (The Uprising). Still no weapons in hand. :(

    Shae wrote:

    Hand: The Paladin, Sun Falcon Pectoral, Lady Despair, Ring of Immolation, Lolly Popkin (Priest), Raccoon, The Cyclone, 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+6 for NC check vs. bane."

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons Light Armors
    POWERS: (Redeemed)
    Electricity, fire, and poison damage dealt to you is reduced by 3.
    You may evade your encounter.
    When the cohort Arueshalae’s Gift is displayed next to a character’s deck, add 1d4 ([X]+1 [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

    Wayfinders

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

    Deck upgrade: The Owl -> Blessing of Nethys

    "

    Athnul wrote:

    Hand: Desnas Freedom, Blessing of Lamashtu 2, Amulet of Furious Fists, Clockwork Librarian, Riding Allosaurus, Steal Soul,

    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 3-6D: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Blessing of Lamashtu, Riftwarden, Imp, Pious Healer, Blessing of Nethys, Blessing of Gorum, Blessing of Norgorber, Blessing of Abadar, Evangelist, Headband of Inspired Wisdom, Ring of Energy Resistance, Find Traps, Wayfinder, Blood Periapt, Blessing of Lamashtu 3
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    "

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